Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972057 times)

Robo Jesus

  • *
  • Posts: 107
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3900 on: 2016-07-01 05:51:33 »
Ok, hit another game-crash area. Disc 1, right about to climb up the wire to reach Shinra HQ. After you pass the area with the kids talking about how Avalanche dropped the plate as you're climbing up the wire, the game screen turns black, it starts playing battle music, and it freezes. Again, no other mods on my setup beyond New Threat. And yes, I am using the June 30th patch you uploaded here.
« Last Edit: 2016-07-01 08:14:12 by Robo Jesus »

deha0002

  • *
  • Posts: 72
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3901 on: 2016-07-01 14:19:44 »
Regen + Barrier? Would that work? Or....Resist?

Wouldnt really recommend either tbh. Regen, while being a end-tier healing spell, is nothing more then a different take on Caiths current innate and it becomes more or less useless after you get Regen normally.
Resist might cause more problem since it can apply resist when you dont even want it. Scenarios can be bosses that have high phyc dmg or abilities that more or less forces the Defend command (Omega weapon).

If by any chance you could toggle Resist (Defend activates it, a different action removes it) then maybe, but sometimes you might want to keep resist thus making even that possibility unlikely.

I am not really sure why we need to change Clouds innate if it is the changing 25 STR/MAG? The only "bad" innate atm is Vincent, while the rest range from fine to really good. Ofcourse that stats/effects might need buffs/nerfs on some innates, but (according to me) Vincent is the only one that needs a whole new concept for his innate.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3902 on: 2016-07-01 16:22:18 »
Ok, hit another game-crash area. Disc 1, right about to climb up the wire to reach Shinra HQ. After you pass the area with the kids talking about how Avalanche dropped the plate as you're climbing up the wire, the game screen turns black, it starts playing battle music, and it freezes. Again, no other mods on my setup beyond New Threat. And yes, I am using the June 30th patch you uploaded here.

That's a concern, because I don't think that screen was altered at all recently and it's the 2nd to suddenly stop loading. I can restore it from the back-up like the other screen, but it makes me wonder how many more of these there are and why they've went kaput.

Edit: Ah, looks like I was wrong. Those fields have been altered to make a different music track play during the dark cave sidequest but it's caused a thing where the original song will start playing from the beginning when changing screens (instead of just continuing). I didn't get a black screen crash though, but this might be because I'd already climbed the wire and avoided whatever script trigger is causing the problem (if you got battle music, then something's up).

In any case, the script needs cleaning up.

Edit2: Updated the patch, I reckon the problems will be isolated to Midgar because that's where a lot of the scripting is taking place. I ran through the wire fields from Reno up to Shinra HQ and it seems to be OK but let me know if it still doesn't load.
« Last Edit: 2016-07-01 17:15:45 by Sega Chief »

mexico

  • Pirate
  • *
  • Posts: 78
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3903 on: 2016-07-01 17:15:41 »
So Sega, you think you will modify the kernel ? I got some trouble to translate it but I finally found a way. The result is that I probably won't be able to modify it after that (couldn't open it with Wall Market). So I have to be sure that you won't modify it ^^

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3904 on: 2016-07-01 17:20:16 »
I don't know if I can guarantee that; whenever the scene.bin gets modified heavily it needs to be resynched with the kernel which alters it I imagine + I need to do some work on character innates.

Here's what we could do instead; if you translate the text down into notepad files (one notepad per section: magic, items, etc.), and with each item name/description in the order that they appear in the lists (so you don't need to write down the english names) then I can copy-paste the french texts into the finished kernel whenever that comes to pass.

mexico

  • Pirate
  • *
  • Posts: 78
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3905 on: 2016-07-01 17:33:14 »
No, that doesn't work, I have crashs when I do that. The way I found is patching it with Néo-Midgar, the result is that editors can't open it when it is patched. So I think it will be better to wait till you're absolutely sure you won't change it. ;) PM me when it's the case.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3906 on: 2016-07-01 19:33:46 »
No, that doesn't work, I have crashs when I do that. The way I found is patching it with Néo-Midgar, the result is that editors can't open it when it is patched. So I think it will be better to wait till you're absolutely sure you won't change it. ;) PM me when it's the case.

Okay-doke; I'll drop you a PM when the time comes.

Edit: I'll get the IRO updated and uploaded later tonight (sorry about the wait, just worried about more bugs in the flevel appearing).
« Last Edit: 2016-07-03 14:04:36 by Sega Chief »

Sethiiroth

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3907 on: 2016-07-03 21:03:00 »
So hey sega, my game is consistently soft locking while fighting jenova?

Sethiiroth

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3908 on: 2016-07-03 22:07:14 »
Found a work around for it. Also is NG+ not available yet?

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3909 on: 2016-07-03 23:30:27 »
So hey sega, my game is consistently soft locking while fighting jenova?

Found a work around for it. Also is NG+ not available yet?

So I take it Jenova Synthesis (last one) was causing problems? It was reported that killing the arms could cause a soft-lock, likely due to there being those two additional enemies in the fight. It's on my checklist for the scene patch.

NG+ I'm not too sure about now. Every draft I've got would make more sense as a stand-alone mod than something scripted on top of NT. Although if the absolute reset debug line is an actual total reset and doesn't throw up any serious problems then I could maybe do something with that.

SunnyD

  • *
  • Posts: 36
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3910 on: 2016-07-04 15:02:19 »
Little something I noticed today. When speaking to the kid in Cid's house, sometimes Cid will get stuck on the potted plant by the door when walking to his point, meaning you can't do anything and have to reset the game. I don't have a video or a gif of that moment but I have a screenshot of where Cid gets stuck.



I never encountered it during my first playthrough but Cid was my party leader when I did those fights.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3911 on: 2016-07-04 20:32:55 »
Little something I noticed today. When speaking to the kid in Cid's house, sometimes Cid will get stuck on the potted plant by the door when walking to his point, meaning you can't do anything and have to reset the game. I don't have a video or a gif of that moment but I have a screenshot of where Cid gets stuck.

I never encountered it during my first playthrough but Cid was my party leader when I did those fights.

It's too cramped a space, and I haven't put in any real handling for where Cloud is when you talk to the kid. New plan is to move it out into the backyard and trigger it from when you get the Highwind onwards and the Bronco vanishes (only way to explain the Bronco sitting out there as it's part of the field background itself). Should be a lot more space and I can use Palmer's position, etc. to trigger it more safely. Though having Air Buster in that tiny house was fun.

Sethiiroth

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3912 on: 2016-07-05 03:24:49 »
Yes, killing arms first or dealing too much damage to all of jenova would cause soft lock, had to individually kill each piece one by one, starting with the two side jenovas. And If NG+ doesn't sound right to you, why not do an alternate timeline like you did with the sleeping forest sidequest or something along those lines?

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3913 on: 2016-07-05 13:19:03 »
Yes, killing arms first or dealing too much damage to all of jenova would cause soft lock, had to individually kill each piece one by one, starting with the two side jenovas. And If NG+ doesn't sound right to you, why not do an alternate timeline like you did with the sleeping forest sidequest or something along those lines?

That was going to be the plan; it was going to start in Sector 7, Meteor had been summoned already, and you needed to escape a monster-infested Midgar to make your way across the continents to the North Crater (with Whirlwind Maze connecting to the actual Disc 3 crater and some other connections between areas elsewhere). Along the way you'd find safehouses like the Church or Gold Saucer where characters that hadn't been picked to start out with could be picked up. Fight-wise, it was to start out at around Lv.70 or so and quickly boost your party to Lv.99 for NG+, starting you off with a Lv.70 team and a modest arsenal of gear if you were playing from New Game instead.

Had a few notes for events, and a system where you could call in remnant Shinra forces to make an area less dangerous/decrease the encounter rate but it'd be limited to three areas or something. The whole idea was to have almost no story and just be a kind of Mercenaries mode like from Resident Evil 3; about 10hrs in length.

unclebiggs23

  • *
  • Posts: 32
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3914 on: 2016-07-06 11:59:31 »
There's something in the game or, to be more exact, something that didn't happen that I've been wondering about. I've seen in Youtube videos in past builds that there is a boss battle in order to get the Gold Chocobo from the Kalm Traveler, but when I got to it, I got it without the fight.So my question is, was that fight removed from the mod, or did something wrong happen with my game? By the way, loving the mod so far!!

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3915 on: 2016-07-06 22:09:39 »
There's something in the game or, to be more exact, something that didn't happen that I've been wondering about. I've seen in Youtube videos in past builds that there is a boss battle in order to get the Gold Chocobo from the Kalm Traveler, but when I got to it, I got it without the fight.So my question is, was that fight removed from the mod, or did something wrong happen with my game? By the way, loving the mod so far!!

I think I removed it so that there wasn't an extra roadblock to getting the Gold Chocobo without breeding one. That fight will likely turn up elsewhere when I've figured out where to put it.

Edit: I'm looking to get this revision for Hojo done today and the scene patch uploaded. I'll be putting an IRO together shortly after (and I'll send you it as a special patch, SoS, if you're still playing).

Edit2: Scene patch is up; it overhauls Hojo, Lost Number, that soldier fight outside Shinra Mansion, and SOLDIER enemies in general. I think Gi Kattan was tweaked as well.

Edit3: Gotta go to work soon (working five days in a row due to a scheduling mishap :I), but expect the updated IRO to be up tomorrow.
« Last Edit: 2016-07-08 19:37:28 by Sega Chief »

Soulofsteel

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3916 on: 2016-07-09 11:43:03 »
I am in fact and I would appreciate that greatly, just got to where disk 2 starts though so I've passed a couple of those. In the "where is the thing" file, there is no location for Added cut yet it doesn't appear to be where it is in the normal game. Will I miss it if I leave the glacier?

Edit: I reloaded the game and it showed up this time so no worries, not sure what happened.
« Last Edit: 2016-07-09 12:02:46 by Soulofsteel »

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3917 on: 2016-07-09 16:33:29 »
I am in fact and I would appreciate that greatly, just got to where disk 2 starts though so I've passed a couple of those. In the "where is the thing" file, there is no location for Added cut yet it doesn't appear to be where it is in the normal game. Will I miss it if I leave the glacier?

Edit: I reloaded the game and it showed up this time so no worries, not sure what happened.

I sent a PM with the special patch.

unclebiggs23

  • *
  • Posts: 32
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3918 on: 2016-07-09 18:05:23 »
Just a quick question. The new item "Yellow Wave" is supposed to reduce the enemy's defenses by a certain amount, but can you use multiple yellow waves to significantly reduce the enemy's stats, or are all subsequent yellow waves wasted after the first one? I'm trying to use these to defeat a certain boss in the game (Netzechariah to be more exact) and was wondering this, as I don't want to use more than I need to.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3919 on: 2016-07-09 20:19:16 »
They'll reduce defences down by 25% of the original value each time, much like how a Hero Drink works; four will reduce them to 0 Defence.

Soulofsteel

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3920 on: 2016-07-10 00:26:25 »
Has anyone else had trouble with Gaea Dragons? I feel like I'm missing a component of the battle because they just keep healing and healing. Any suggestions?

Edit: I figured it out =D
« Last Edit: 2016-07-10 00:51:58 by Soulofsteel »

Soulofsteel

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3921 on: 2016-07-11 04:40:26 »
I'm assuming what I just encountered was a bug but I'm not certain. I was doing Junon League Brawler Cup and the first enemy uses Obsession first turn. I was using Tifa and her health dropped from dual insanely fast, but when she hit 0, it said grit was triggered though she remained at 0 hp and now the battle appears to have soft locked. for several minutes, I have been at 0 hp, getting no turns, but still alive.The enemy keeps acting, but nothing kills me.

Edit: The dual effect finally ended after an extended period of time and now I'm at 0 hp but am not dying, and still getting turns, so it seems I'm unkillable in this scenario.
« Last Edit: 2016-07-11 04:43:06 by Soulofsteel »

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3922 on: 2016-07-11 06:10:59 »
I'm assuming what I just encountered was a bug but I'm not certain. I was doing Junon League Brawler Cup and the first enemy uses Obsession first turn. I was using Tifa and her health dropped from dual insanely fast, but when she hit 0, it said grit was triggered though she remained at 0 hp and now the battle appears to have soft locked. for several minutes, I have been at 0 hp, getting no turns, but still alive.The enemy keeps acting, but nothing kills me.

Edit: The dual effect finally ended after an extended period of time and now I'm at 0 hp but am not dying, and still getting turns, so it seems I'm unkillable in this scenario.

Interesting, I've experimented with 0HP characters in the past and they tend to be invincible until their HP is raised past 0 again. Were you getting no turns due to the Manipulate status? That attack also inflicts this status which might account for the no turns. As for the invulnerability, I'll test if this is always the case due to Dual-Drain and add a line to remove this status if Tifa gets KO'd.

Murasame

  • *
  • Posts: 50
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3923 on: 2016-07-12 15:59:32 »
Where could I find Iron Men? I'm trying to gather things for ultimate weapons and can't find him. In the vanilla game he was only past the point of no return according to the wiki.

Also where could I find the Planet materia? IIRC the where is the thing doc said it was won from the silver match at gold saucer but I got final attack instead.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3924 on: 2016-07-12 21:09:52 »
Where could I find Iron Men? I'm trying to gather things for ultimate weapons and can't find him. In the vanilla game he was only past the point of no return according to the wiki.

Also where could I find the Planet materia? IIRC the where is the thing doc said it was won from the silver match at gold saucer but I got final attack instead.

Iron Giants were added to the encounter list of the Left-Down path in the Crater (the screen where you used to have to jump/grab Mega-All).

Planet Materia's location was moved; it's obtained from the Forgotten City altar in Disc 3 (need to visit the bottom of North Cave beforehand though, to set the Game Moment to 1998). I don't think I intended to put Final Attack in for the Silver Match though, that should be for the Special Battle. I'll have a look.