Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5005765 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4225 on: 2016-10-09 06:39:55 »
Second... I would like to report a bug in Shinra Mansion

P.S.²: Of course I could try to throw the antidote just before he turns in one of his "whole" forms... but I thought you would like to know!  :D [/spoiler]

Edit: used antidote on Lambda before the transformation... I defeated him (orange form).

Thanks in advance and I'm sorry about my english... it's far from perfect!

Thanks for letting me know; I can probably fix that up fairly quickly.

oncloudvii

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4226 on: 2016-10-09 16:15:13 »
Heya, Sega Chief. Thanks for the excellent mod! I'm enjoying the hell out of it, and I wanted to let you know that there might be a small bug in the SP system with the October 3rd patch. The new SP values for each character are all X/200 points, but it still seems like only 100 points are deducted for each Rank Up. Has anyone else noticed this?

Also battles no longer display a message confirming that SP has been received (but that may have been intentional). I'm finding that the new SP rewards are definitely better balanced, though. I'm currently at Mideel post-Lifestream flashback, for what it's worth.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4227 on: 2016-10-09 16:19:53 »
Ah, I don't remember adjusting the value deducted just the check. I'll have that fixed for the 1.45 update tonight. I got rid of the SP message on enemies for now; I was thinking of maybe adding a small pre-action script later that has the enemy display the SP they give when Sense is used (along with other info like HP for enemies/bosses that have over 30,000HP).

Insight

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4228 on: 2016-10-09 17:10:49 »
quick question: fighting of the soldiers at the phoenix reactor, do i get a special (equipment) item everytime i fight them off on the "map" where you place those ally units? if i fight them off when they reach the shed, i don't gain anything. is this on purpose?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4229 on: 2016-10-09 17:34:53 »
For every Condor engagement, you only get the item if you defeat the soldiers using units rather than fighting with your party in the shed. However, the Phoenix one doesn't give anything so you can do it either way.

There is a special handler however if you have beaten every fort condor battle without letting them get beaten once (this includes when you're unable to reach Condor; you need to leave them some money to cover these inaccessible battles; they have enough to cover several battles at the start of the game but not every single one).

Insight

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4230 on: 2016-10-09 17:42:41 »
Wow, thanks for this fast reply. Good to know :-)

A final question though: can i replace Vincent with sephiroth? Does the nt game get buggy if I do this?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4231 on: 2016-10-09 18:22:39 »
FF7 will struggle in general if Sephiroth is added in place of Vincent, especially if Vincent has been recruited and his data overwrites Sephiroth.

Insight

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4232 on: 2016-10-09 18:34:00 »
Yeah, well, i can cope with this, but i will wait for an official solution on your side for recruitment then :=D

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4233 on: 2016-10-09 19:12:35 »
i just wanted to to try out the new dark cave sidequest please

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4234 on: 2016-10-09 19:15:51 »
You can try it when it's released later tonight.

Purazis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4235 on: 2016-10-09 20:20:14 »
Is there any actual strat to beat Curator ? I've searched here and on ID forum but found nothing. I've beat it through Shield abuse and burning 13 turbo ethers (2 mages for DPS) and 9 megaelixirs (4 or 5 of them to heal after rainbow beam), but it felt unsatisfying. The only video on YT is from april and it seems like it's way weaker with its attacks, but maybe the person focused on defense with his ranks. How does it compare to disc 3 extra bosses ?

Is there any reward for beating it (i assume no, given the no missables objective) or should i load the save prior to the fight to save my consumables ? I didn't get any key items that the guy on the mentioned video got and Curator respawned after i left the room he was blocking, it must be intentional, but mentioning anyway just in case.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4236 on: 2016-10-09 20:25:05 »
Is there any actual strat to beat Curator ? I've searched here and on ID forum but found nothing. I've beat it through Shield abuse and burning 13 turbo ethers (2 mages for DPS) and 9 megaelixirs (4 or 5 of them to heal after rainbow beam), but it felt unsatisfying. The only video on YT is from april and it seems like it's way weaker with its attacks, but maybe the person focused on defense with his ranks. How does it compare to disc 3 extra bosses ?

Is there any reward for beating it (i assume no, given the no missables objective) or should i load the save prior to the fight to save my consumables ? I didn't get any key items that the guy on the mentioned video got and Curator respawned after i left the room he was blocking, it must be intentional, but mentioning anyway just in case.

The key items weren't intended to drop from him (old Dark Cave scripts) so they were removed. There's no real prize for beating Curator, except for the chest inside the diorama room.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4237 on: 2016-10-09 21:18:51 »
how much more longer until Dark cave is released

iDerek759

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4238 on: 2016-10-09 21:46:17 »
how much more longer until Dark cave is released

Dude...you seriously have like, no chill. Dark Cave side quest will be ready when it's ready.

Insight

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4239 on: 2016-10-09 22:20:40 »
i have found a bug,i think...

when i fight lambda calcule and i poisoned him and transforms into the spellcaster form, he is being healed by poison and is doing calcule clear in an endless loop.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4240 on: 2016-10-09 22:47:13 »
I'm about to upload the Dark Cave patch; I've added a fix for this Lambda AI issue too.

The way this is going to work is that, because of how temperamental this sidequest has proven in the past, I'll be keeping these patches separate to the current Hotfix ones. I'd recommend only using them once you're ready to take on Dark Cave:

It's unlocked on Disc 3, by talking to Dio after visiting the bottom of the North Cave once. Then head for Bone Village and head through the Sleeping Forest to find the excavation site, with the Cave up above and accessed via a hanging vine. The sidequest is still a little rough in places, so please report any issues with fight balancing, sound, or soft-locks/crashes.

Both patches are available from the front page of this thread and are both required to enable and operate the Dark Cave sidequest.
« Last Edit: 2016-10-10 16:07:54 by Sega Chief »

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4241 on: 2016-10-09 23:25:57 »
hey

do i put the dark cave patches in the ff7 data folder

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4242 on: 2016-10-09 23:29:23 »
It's the exact same installation method as the hotfix patches; direct them to the FF7 Data folder.

nicoco59

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4243 on: 2016-10-10 11:27:43 »
Hi Sega Chief,

I arrived to the end of disc 1 in the game and saw you how you resurrected Aerith ;) But I would like to know if you created some special scenes since she is alive in your version ? (I just arrived to Icicle village yesterday)

I was a bit disappointed to see that she didn't appear during the conversation after the fight with Jenova, or when you arrive in Icicle Inn and check the tapes in her home, it could have been interesting ^^

Anyway I'm already amazed by your work, and really enjoyed those scenes in the first reactor (with the scorpion and jesse), Yuffie's recruitment ^^, and a more challenging game.

Ah and I didn't manage to unlock that safe in Shinra's manor, I have the fourth digit missing, but I don't know how to get it oO

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4244 on: 2016-10-10 11:56:40 »
here is the safe codes

Just to let you know this is right in the guides......
Spoiler: show

Right 36
Left 10
Right 59
Right 97
« Last Edit: 2016-10-10 12:28:28 by EQ2Alyza »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4245 on: 2016-10-10 13:36:51 »
Hi Sega Chief,

I arrived to the end of disc 1 in the game and saw you how you resurrected Aerith ;) But I would like to know if you created some special scenes since she is alive in your version ? (I just arrived to Icicle village yesterday)

I was a bit disappointed to see that she didn't appear during the conversation after the fight with Jenova, or when you arrive in Icicle Inn and check the tapes in her home, it could have been interesting ^^

Anyway I'm already amazed by your work, and really enjoyed those scenes in the first reactor (with the scorpion and jesse), Yuffie's recruitment ^^, and a more challenging game.

Ah and I didn't manage to unlock that safe in Shinra's manor, I have the fourth digit missing, but I don't know how to get it oO

Aeris will appear and has lines/script for every instance where other characters appear/have scripts; I tried to avoid any additional scenes where I could though, so there's no special handlers for the videos + Jenova aftermath, etc. She will react during the Nibelheim flashback up in the Whirlwind Maze and during the scene in Forgotten City where you see the White Materia on the waterfall projector but that's about it.

When entering the safe combination, also remember that you can't go past a digit otherwise it'll fail (just like a real safe, annoyingly).

Insight

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4246 on: 2016-10-10 21:04:26 »
I'm about to upload the Dark Cave patch; I've added a fix for this Lambda AI issue too.

The way this is going to work is that, because of how temperamental this sidequest has proven in the past, I'll be keeping these patches separate to the current Hotfix ones. I'd recommend only using them once you're ready to take on Dark Cave:

It's unlocked on Disc 3, by talking to Dio after visiting the bottom of the North Cave once. Then head for Bone Village and head through the Sleeping Forest to find the excavation site, with the Cave up above and accessed via a hanging vine. The sidequest is still a little rough in places, so please report any issues with fight balancing, sound, or soft-locks/crashes.

Both patches are available from the front page of this thread and are both required to enable and operate the Dark Cave sidequest.

Question to the revisited SP feature: When i hit 200+, each upgrade in rank removes only 100, not 200 SP. Is it a bug or a feature? :)

nicoco59

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4247 on: 2016-10-10 22:29:38 »
here is the safe codes

Just to let you know this is right in the guides......
Spoiler: show

Right 36
Left 10
Right 59
Right 97


Thanks :) I didn't play that part for a loonng time so I didn't quite remember where to check those numbers ^^ That "Right 97" was missing.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4248 on: 2016-10-10 22:38:09 »
Question to the revisited SP feature: When i hit 200+, each upgrade in rank removes only 100, not 200 SP. Is it a bug or a feature? :)

Ah, I clean forgot. I'll update the flevel patch.

nicoco59

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4249 on: 2016-10-10 22:46:13 »
Aeris will appear and has lines/script for every instance where other characters appear/have scripts; I tried to avoid any additional scenes where I could though, so there's no special handlers for the videos + Jenova aftermath, etc. She will react during the Nibelheim flashback up in the Whirlwind Maze and during the scene in Forgotten City where you see the White Materia on the waterfall projector but that's about it.

When entering the safe combination, also remember that you can't go past a digit otherwise it'll fail (just like a real safe, annoyingly).

This is cool if you still added some dialogs for her in the game, I'll check when I'll have time to play this week.

For the safe, I'll try again later but I have to pass the Whirlwind Maze first.

That reminds me, the monster which appear after you open the safe was already super strong in the original game, I hope you didn't boost it too much ;)