Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5319803 times)

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4025 on: 2016-08-04 13:50:02 »
SC, it's been awhile since I was at this point in the game, but when I just saw your post about feedback for the script changes, 1 bit suddenly came back to me for some reason:

Near the beginning of the game, right after falling off the bridge and getting Aeris, there's a bit in the slum before her house that really stood out to me as not good.  You can go into that giant pipe on the left side of town and talk to a guy with a tattoo, and Aeris' dialogue when you try and talk to him sounds REALLY bad.  I remember it really standing out, but I guess I forgot to mention it!

I know it was awhile ago that I was at that part, so apologies if you fixed it already!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4026 on: 2016-08-04 18:10:09 »
I don't think the dialogue inside the pipe was changed at all; this is the scene text from the flevel:

{AERIS}
“This is the one…
   Won't you help him?”

{CLOUD}
“Listen{, }I'm no doctor.”

{AERIS}
“No{, }I guess not…”

{AERIS}
“Hey…that man has a tattoo.
   I think it's the number 2.”

I checked it against the dialogue from a PS1 copy of the game and it's almost identical, just a punctuation change here or there. I generally try to leave it alone if it's close to the original PS1 dialogue and it serves a function of some kind (in this case, alluding to the numbered Sephiroth followers in black capes who pop up later in the game).

Unless you meant this line, said just prior to going into the pipe itself:

{AERIS}
“This guy am sick.”

:3
« Last Edit: 2016-08-04 18:11:46 by Sega Chief »

Royaken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4027 on: 2016-08-05 00:37:18 »
1st of all, let me say thank you again for the help I've been receiving here. I keep forgetting to reply when a fix is given and works. Installing the fixes on the 1st page helped my condor teleport issue and I appreciate the help! I am now AFTER that running into a new issue. On the later Condor battles, more specifically the one that matters(Huge Materia) About half way through the battle I get the error message I got before "An unknown exception has occurred." This is a story point and I can go no further without this being addressed. Any ideas?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4028 on: 2016-08-05 01:04:18 »
1st of all, let me say thank you again for the help I've been receiving here. I keep forgetting to reply when a fix is given and works. Installing the fixes on the 1st page helped my condor teleport issue and I appreciate the help! I am now AFTER that running into a new issue. On the later Condor battles, more specifically the one that matters(Huge Materia) About half way through the battle I get the error message I got before "An unknown exception has occurred." This is a story point and I can go no further without this being addressed. Any ideas?

Is this during the minigame itself or fighting the CMD. Grand Horn in an actual battle?

Royaken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4029 on: 2016-08-05 22:36:31 »
It's during the mini game. I finally got past it, but after several different tries. I didn't do anything different, just kept going until it didn't occur. Not sure what caused it, but I apologize for wasting anyone's time with this. Also, Sega Chief, I can't send personal messages, but I needed to ask you something not in this forum. Is there a way I can reach you? My profile says I can't send personal messages. I'm sure you don't wanna hand out your email address, so if I could give you mine let me know. It DOES pertain to this mod, but it's something I'd rather ask you 1 on 1 if you don't mind. I also have a Skype if that would help. Thanx in advance!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4030 on: 2016-08-06 13:33:34 »
I got your message bud and sent a reply. As for the Fort Condor thing, the mod's installer doesn't touch the actual minigame file itself so not sure why it was crashing. Must be something to do with the game itself, or the install:

http://steamcommunity.com/app/39140/discussions/0/846961716480456654/

Seems that other people have been running into this issue; doesn't seem to be NT-specific though.

MoCheese

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4031 on: 2016-08-06 14:38:59 »
Taking long to reply to everything as usual.

Promoting streams/YT stuff related to NT here isn't any problem at all; everybody wins as far as I'm concerned.

Oh good, would've felt bad.

There's three unplaced Plus Materia that can be used here; I was thinking of using at least one for Junon Leagues. Long Range is something I'm not 100% about including at all.

Placing those unplaced materias would be cool and I'm sure the bonuses wouldn't be too strong provided the % is knocked down pretty good. 25% to start for sure, may even need to be lower. Seeing that though, and knowing this mod for what it is, you could also add/change a materia into something new, a counter-part to Magic Plus: "Physical Plus" or something. A materia that raises physical attack power. Taking that further you could also do defense raising ones: "Spirit Plus" and "Vitality Plus". Could be neat if you have enough materia to edit, I don't think you can just straight create new materia, no? If not, you'd be hard pressed to get all that or any of it in really.

However, if there is one materia in which you COULD change and put into the mod if it hasn't already been changed, it's Long Range. I say this because I LOVE what this mod is aimed to be, so I say this as vigorously as I can. DO NOT put Long Range back into this mod. Long Range would change the dynamic of what this mod is supposed to be way too much in my opinion. A backrow Cid with M.Barrier would just be way too overpowered for example. I would change Long Range or keep it out altogether. For what my opinion is worth, not much.

Deathblow is quite powerful, and I was wondering about moving it further back into the game and placing Slash-All down for it instead (but not sure); otherwise, could keep Deathblow where it is and place Slash-All in Forgotten City instead? I was thinking of placing W-Magic, W-Summon, and W-Item down as the prizes for each Extra Battle match so there's a little more consistency; then I'd put Planet/Ultima down in the Crater and Double-Cut with the Kalm Traveler.

Deathblow could be moved back if you wanted, because people are right, you don't hit with it often enough early on to really make it useful enough to use consistently over regular attack. Either solution is fine I think. Either moving Added Cut back or Slash-All back. I would say moving Added Cut back and keeping Deathblow where it is would be the slightly better option however because you'd get a lot more "DPS" as it were out of Slash-All so early where more enemies are common instead of one big one. The counter argument is bosses get a little easier though, so either way... Either option works.

In regards to Planet being moved to the crater, I agree that would be good. I would also suggest moving Contain there as well. Shield could also be placed there if it isn't, I forget where it is normally. Putting them as drops from the bosses down there could work. Moving the W-Materias to the Extra Battles also sounds like the right idea to me. The only problem I have is with Double-Cut. As soon as it drops people will go to Master it understandably so where you place this is key. 4x-Cut becomes the go-to for damage and Magic cannot compete until Quad Magic at least, so Quad Magic maybe should come first? Or Double-Cut coming with a Strength penalty maybe? I think Double-Cut could be in the crater if it came with a Strength reduction of some numeration. But I do think Quad Magic should be obtained first, wherever it is. Something to think about.



Final thoughts for me right now is in regards to Passives. I like the idea of passives being something tangible and somewhat controllable. For example the way Barret's Passive works is perfect in my mind because you get control how it plays out. Back Row is something different from Front Row. My suggestion for Cloud's passive would be to use Barret's passive theme and change Barret's passive slightly. Make Cloud's passive offensive, so Front Row he gets attack stacks, Back Row, he gets Magic stacks. Then change Barret's to Front Row Vitality stacks, and Back Row Spirit stacks. Makes Barret fit his "theme" of being a defensive tank more fitting and gives Cloud users more control over how he plays.

Things like that, give the users an either/or and more control on passives wherever you can in my opinion.




Lukey_Bug

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4032 on: 2016-08-10 18:58:58 »
So I was having trouble with the parachute into Midgar scene where Cloud was vanishing into a building and I could not progress. I got past it by disabling all of my mods and then re-enabling them at the entrance to the sewers. But now whenever I try to enter the Shinra building it freezes up. Specifically, I can get into the building but if I enter a random battle, after the first action it freezes, with no error report.

Using the stairs, I get to the 60th floor entrance after only three screens; and using the elevator it starts as if I'm back in the random number scene with the battles, but it then freezes as well. These give me error messages, but nothing is being written to the log.

I've tried disabling field models, battle models, textures, etc, but I still get the same errors. I don't know if there is anything worth getting here at this point, so if I can skip this section without missing out on anything good, I will.

Thanks for any help.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4033 on: 2016-08-10 19:07:31 »
So I was having trouble with the parachute into Midgar scene where Cloud was vanishing into a building and I could not progress. I got past it by disabling all of my mods and then re-enabling them at the entrance to the sewers. But now whenever I try to enter the Shinra building it freezes up. Specifically, I can get into the building but if I enter a random battle, after the first action it freezes, with no error report.

Using the stairs, I get to the 60th floor entrance after only three screens; and using the elevator it starts as if I'm back in the random number scene with the battles, but it then freezes as well. These give me error messages, but nothing is being written to the log.

I've tried disabling field models, battle models, textures, etc, but I still get the same errors. I don't know if there is anything worth getting here at this point, so if I can skip this section without missing out on anything good, I will.

Thanks for any help.

Sounds like variables have been mucked up, maybe even Game Moment. There's not much in Shinra HQ now; the HP Shout was removed and I think anything else isn't missable/can be obtained later. Would it be possible to get a copy of your save file so I can have a look at it? For Steam it should be in C:\Users\(user name)\Documents\Square Enix\FINAL FANTASY VII Steam\user_## (or just the save folder if it's the 7H/1998 version).

Lukey_Bug

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4034 on: 2016-08-10 20:06:20 »
http://www.4shared.com/document/bJylMHtVba/metadata.html

I hope this is the right file. It's where you said it should be. Also, I redid the parachute jump with all mods active and it worked. But the Shinra building is still glitched.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4035 on: 2016-08-11 00:05:20 »
Afraid not, it's the 'save##.ff7' files I need. They relate to each of the 10 Save Folders available in game.

selius

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4036 on: 2016-08-11 19:55:03 »
im all for putting added cut as soon as possible. preferably in midgar. in place of the 2nd sense materia

Lukey_Bug

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4037 on: 2016-08-11 23:32:41 »
Alright, I'll see if I can find it. Tried looking in my 7th Heaven folder but didn't see anything about saves. I'll have a go at it tomorrow after work.

SirBlackMage

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4038 on: 2016-08-12 00:27:39 »
I've encountered a minor bug when ranking up at the save point in Holzoff's cabin. After leaving the rank up screen, Cloud lays on the ground unconscious for a few seconds before waking up, same as when you pass out in the snow at the Great Glacier.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4039 on: 2016-08-12 01:19:01 »
im all for putting added cut as soon as possible. preferably in midgar. in place of the 2nd sense materia

Seems like a good place for it.

I've encountered a minor bug when ranking up at the save point in Holzoff's cabin. After leaving the rank up screen, Cloud lays on the ground unconscious for a few seconds before waking up, same as when you pass out in the snow at the Great Glacier.

That's an old one, I basically left it because it doesn't soft-lock the game but I'll have a shot at fixing it now.

Also, this one slipped the net but thanks to L.T for the donation last month.

BertShadow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4040 on: 2016-08-12 02:14:19 »
Sega Chief.... I need help.

Look I can't beat Tseng in Rocket Town. I don't know if it is my fault or the game but, i can't beat him, is impossible. He dodges the 95% of all my attacks including magics, I don't know what to do against him. I ask you, please, Is something I missed? Because I am going well with the game and in design terms this battle is broken, is not fun, something is wrong here!

I'm waiting for the answer.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4041 on: 2016-08-12 02:37:30 »
Sega Chief.... I need help.

Look I can't beat Tseng in Rocket Town. I don't know if it is my fault or the game but, i can't beat him, is impossible. He dodges the 95% of all my attacks including magics, I don't know what to do against him. I ask you, please, Is something I missed? Because I am going well with the game and in design terms this battle is broken, is not fun, something is wrong here!

I'm waiting for the answer.

He consistently dodges spells? That doesn't sound right at all. I'll check him out.

Edit: Best guess is the pre-action script isn't functioning correctly. I disabled it for now and set evasion to 0: http://www.mediafire.com/download/0634t2e1f33px2z/NT_Mod_HotFix_Scene_-_12th_August_2016.7z

There's a couple of changes in this scene/kernel patch that were planned for the 1.45 release, such as a replacement for L3. Defless and some other tweaks. Shouldn't be anything disruptive though.
« Last Edit: 2016-08-12 02:49:20 by Sega Chief »

SenMithrarin

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4042 on: 2016-08-12 18:58:06 »
So I am having a bug at the part where you recruit Yuffie.
Just after the party members left the area with only Aerith, Yuffie just look as if she is running back and forth on the same place she is standing on...it is honestly quite amusing.
Here is a pic, although it would be much more clearer in a gif. (I think this is a soft lock? Can't do anything while this happens)

Also great mod by the way, love it so far.
« Last Edit: 2016-08-12 19:03:27 by SenMithrarin »

BertShadow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4043 on: 2016-08-12 23:55:19 »
He consistently dodges spells? That doesn't sound right at all. I'll check him out.

Edit: Best guess is the pre-action script isn't functioning correctly. I disabled it for now and set evasion to 0: http://www.mediafire.com/download/0634t2e1f33px2z/NT_Mod_HotFix_Scene_-_12th_August_2016.7z

There's a couple of changes in this scene/kernel patch that were planned for the 1.45 release, such as a replacement for L3. Defless and some other tweaks. Shouldn't be anything disruptive though.

Thanks Sega, again, you are always there.

See ya!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4044 on: 2016-08-13 00:38:58 »
So I am having a bug at the part where you recruit Yuffie.
Just after the party members left the area with only Aerith, Yuffie just look as if she is running back and forth on the same place she is standing on...it is honestly quite amusing.
Here is a pic, although it would be much more clearer in a gif. (I think this is a soft lock? Can't do anything while this happens)
Also great mod by the way, love it so far.

Is this with the latest flevel patch applied? I think a problem can occur with collision depending on when the text boxes are closed by the player (as the scene will progress when they are), so I deactivated model collision itself to hopefully prevent it.


SenMithrarin

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4045 on: 2016-08-13 05:20:48 »
Is this with the latest flevel patch applied? I think a problem can occur with collision depending on when the text boxes are closed by the player (as the scene will progress when they are), so I deactivated model collision itself to hopefully prevent it.

Yeah, it is applied.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4046 on: 2016-08-13 14:47:26 »
I'll need to try something else then.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4047 on: 2016-08-13 14:52:00 »
Hey sega chief

can you pm me your v 1.3 of your NT mod please

since this 1 is still to buggy for me to play

thanks

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4048 on: 2016-08-14 11:03:12 »
Zara, help him bug fix v1.4. That would benefit everyone, including SC and yourself.

BertShadow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4049 on: 2016-08-15 12:29:32 »
Does someone know the HP of the Cait Sight tank thing of the silver match in Gold Saucer? Because I tried it in the end of Disc 2 and I can't been able to beat it because... because ethers are not unlimitedXD.
« Last Edit: 2016-08-15 13:09:53 by BertShadow »