Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5397262 times)

Ayoyo

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9125 on: 2020-03-31 02:53:15 »
ETA when 1.5 update gonna drop?

coredumperror

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9126 on: 2020-03-31 07:19:05 »
I'm doing the Dark Cave sidequest, and I've just retrieved Cid and gotten out of the sewer. I have everyone in my party now except Yuffie, but I have nowhere else to go. There's no way up from Wall Market to the Shinra Building, which I'd intentionally left for last since I assumed it'd be last.

How do I progress from here?

bonsa

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9127 on: 2020-03-31 09:37:29 »
firstly thanks for the mod, really enjoying it.

dont know where to post bugs, if this isnt the area for it my bad.

Using characters with "slash all" weapons and multi cut (dont know about 4cut cos i havent upgraded to it yet) locks the game. I tried it with barret/vincent and against multiple different types of enemy configurations and could recreate it constantly without failure. This bug only occurs when there are multiple enemies.

anyways thanks again for the mod and am looking forward to the ff8 one aswell, hope this helps.

Drayenn

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9128 on: 2020-03-31 10:02:16 »
I'm doing the Dark Cave sidequest, and I've just retrieved Cid and gotten out of the sewer. I have everyone in my party now except Yuffie, but I have nowhere else to go. There's no way up from Wall Market to the Shinra Building, which I'd intentionally left for last since I assumed it'd be last.

How do I progress from here?

Did you pick up the Sense materia from the giant hand?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9129 on: 2020-03-31 10:27:23 »
ETA when 1.5 update gonna drop?

Soonish.

I'm doing the Dark Cave sidequest, and I've just retrieved Cid and gotten out of the sewer. I have everyone in my party now except Yuffie, but I have nowhere else to go. There's no way up from Wall Market to the Shinra Building, which I'd intentionally left for last since I assumed it'd be last.

How do I progress from here?

Yuffie is found in the junkyard connecting to Wall Market; there's a giant hand structure on that screen with a yellow Materia on it.

firstly thanks for the mod, really enjoying it.

dont know where to post bugs, if this isnt the area for it my bad.

Using characters with "slash all" weapons and multi cut (dont know about 4cut cos i havent upgraded to it yet) locks the game. I tried it with barret/vincent and against multiple different types of enemy configurations and could recreate it constantly without failure. This bug only occurs when there are multiple enemies.

anyways thanks again for the mod and am looking forward to the ff8 one aswell, hope this helps.

I'm setting 4x-Cut and 2x-Cut to use command-based targeting again rather than weapon-based targeting which should fix this.

bonsa

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9130 on: 2020-03-31 10:37:31 »
im assuming that means goodbye to the dream of 4x slash all on barret and vincent

Ayoyo

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9131 on: 2020-03-31 13:02:26 »
Has arrange mode been fixed? I remember there being talks about glitches with the final bosses or something, but is everything aight nowadays? Thinking of trying that mode this time around, having completed the normal mode some time ago.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9132 on: 2020-03-31 13:40:40 »
Has arrange mode been fixed? I remember there being talks about glitches with the final bosses or something, but is everything aight nowadays? Thinking of trying that mode this time around, having completed the normal mode some time ago.

I went through it to make sure the script is going to the 1-party battle.

coredumperror

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9133 on: 2020-04-01 05:07:44 »
Is Princess Guard supposed to also grant Resist? Because it seems like it does, which really f&*ks you over if you're using Aeris with Princess Guard and Mega All, and she gets confused. Because the first thing she does is attack the whole party, which then makes it impossible to remove her Confusion.

In fact, I think Resist causing you to be unable to remove status effects, or add positive ones, makes it almost completely worthless. I've found myself using Ribbons for all of one fight in this entire game, because not being able to buff your allies really sucks.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9134 on: 2020-04-01 12:38:01 »
It should just be Shield it gives; this nullifies physical damage which may make it tougher to remove Confusion but there is an item that can remove it. Maiden's Grace (the replacement of Maiden's Kiss) removes Berserk + Confu from a character. Esuna can also do it.

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9135 on: 2020-04-02 18:44:59 »
Mr Chief just wondering can Dragonforce enemy skill counter act Death Sentence.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9136 on: 2020-04-02 21:21:19 »
Mr Chief just wondering can Dragonforce enemy skill counter act Death Sentence.

They don't appear to interact with each other in any way; Dragon Force applies haste, berserk, and auto-crits while Death Sentence applies Death Sentence.

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9137 on: 2020-04-02 22:07:31 »
They don't appear to interact with each other in any way; Dragon Force applies haste, berserk, and auto-crits while Death Sentence applies Death Sentence.

Sorry not dragonforce my bad, Death Force it say's protects against KO status. Would that counter act against Death Sentence.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9138 on: 2020-04-03 01:40:01 »
Sorry not dragonforce my bad, Death Force it say's protects against KO status. Would that counter act against Death Sentence.


Ah, yes. It allows death sentence to keep ticking down but then blocks the insta-KO at the end of it. For that reason it's a good combo with Curse Ring or Tifa's Powersoul. One thing to note though, Death Force has a not-so-well known quality in that one character can only apply it to one target. That means if, say, Cloud were to cast Death Force on Barret, and then on his next turn cast it again on Tifa, then Barret will lose the effect of Death Force and Tifa will get it.

So to cover the whole team with Death Force, you need it on 3 Enemy Skill Materia...but NT only makes one Enemy Skill Materia available so...

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9139 on: 2020-04-03 10:39:10 »
Ah, yes. It allows death sentence to keep ticking down but then blocks the insta-KO at the end of it. For that reason it's a good combo with Curse Ring or Tifa's Powersoul. One thing to note though, Death Force has a not-so-well known quality in that one character can only apply it to one target. That means if, say, Cloud were to cast Death Force on Barret, and then on his next turn cast it again on Tifa, then Barret will lose the effect of Death Force and Tifa will get it.

So to cover the whole team with Death Force, you need it on 3 Enemy Skill Materia...but NT only makes one Enemy Skill Materia available so...

Right thank you for that, that does help.

Snoge

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9140 on: 2020-04-03 11:03:40 »
I made an interesting observation on the Big Brawl issue. For me at least the animation works, but there is seemingly no damage dealt. Seemingly, because the damage doesn't "pop-up", but I never did check if there actually was damaged dealt without the popup. I no for certain that it did work for me, but stopped working at some point in Midgar. I think it might've worked during my first attempt(s) on the Curator, but on the latter attempts it didn't work anymore.

Then against the little tadpole-like enemies inside the northern cave, I noticed that even though there doesn't appear to be damage dealt, the KO does work. It's a bit glitchy though: The enemies don't disintegrated like they should, the fight just ends with a victory fanfare, there is no sound-effect for the hits, and no damage pop-ups (no numbers.). But the limit definitely works to some degree at the very least.

In case you're addressing this issue, I hope this observation if of some help! :)

Edit: I just found out that it definitely deals damage, it just doesn't show
« Last Edit: 2020-04-03 11:13:59 by Snoge »

Drayenn

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9141 on: 2020-04-03 14:23:13 »
Had an issue in the Northern Crater, the room with the save point after you go left and then down iirc, also has an added effect materia that looks really white??

Anyways, I couldn't get Cloud to jump back up after a certain point, no matter what I did. Any ideas?

Arranged

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9142 on: 2020-04-03 16:53:18 »
tl;dr - Is there a way to confirm that I'm actually playing in Arrange Mode?

I'm certain that I picked Arrange Mode when I started my game. And various boss encounters like double Air Bombers and having to fight all three Gunners at once on the Shinra HQ elevator seem to confirm that selection. But I noticed a sharp drop in difficulty after leaving Midgar. At first, I attributed it to unlocking the Rank Up system. Then I got to Jenova VECTOR and was very alarmed when she never summoned her two Vector Node adds. I found an LP of the fight on Youtube that was supposedly using Arrange Mode and v1.5 of the mod where the boss did indeed summon the adds and also seemed to have much more HP than in my own playthrough (15k instead of 10k in mine). Although I noticed that the video I was watching was three years old which makes me wonder if the boss has been tweaked since then in some minor revision that the patch number wasn't incremented for.

So is there any way to be certain that I am indeed still playing Arrange Mode from within the game? Anything at all that would definitely be different? The only theory I have regarding how it could've gotten switched is related to the fact that I initially started playing on normal mode, decided I wanted more of a challenge, started a new save on Arrange Mode, and then shortly after leaving Midgar was right when I saved over those original normal mode save slots with my Arrange Mode playthrough. I have no idea how the mod tracks which mode each save is supposed to be so that's just the only wild guess I have about how a switch might have occurred assuming that the Jenova VECTOR behavior I'm describing isn't normal.

Besides this weird difficulty curve that may be the result of a bug caused by my own actions, I've been mostly loving how the mod makes the game feel fresh and even more polished than the original ever was. Based on what I've seen of Remake, I don't expect half as much out of that, especially given that it's gonna be a trilogy that won't be finished for years.

Eddiefonzarelli

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9143 on: 2020-04-03 23:09:45 »
Sega Chief,

Im sorry to dump more onto your desk but...

In the flashback to Shin-ra Mansion, Sephiroths dialogue windows are glitched as he reads up on his origins. Initially, no windows pop up and Sephiroth just paces with a book in hand. If one pushes a button the window(s) pop up for a frame or two and disappear.

I'm running a lot of the mods that come with the 7th Heaven 2.0 program. Please advise

EDIT: I've fixed it! I changed 2 thing so i dunno which worked but the 1st was change Enhanced Stock UI2 - Field Dialogue Style to 'Stock' and the 2nd was DPI compatability in 7th heaven's exe properties :)





PS the piano inputs, some wont work in this flashback. is that by design?
« Last Edit: 2020-04-03 23:31:26 by Eddiefonzarelli »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9144 on: 2020-04-04 00:37:37 »
I made an interesting observation on the Big Brawl issue. For me at least the animation works, but there is seemingly no damage dealt. Seemingly, because the damage doesn't "pop-up", but I never did check if there actually was damaged dealt without the popup. I no for certain that it did work for me, but stopped working at some point in Midgar. I think it might've worked during my first attempt(s) on the Curator, but on the latter attempts it didn't work anymore.

Then against the little tadpole-like enemies inside the northern cave, I noticed that even though there doesn't appear to be damage dealt, the KO does work. It's a bit glitchy though: The enemies don't disintegrated like they should, the fight just ends with a victory fanfare, there is no sound-effect for the hits, and no damage pop-ups (no numbers.). But the limit definitely works to some degree at the very least.

In case you're addressing this issue, I hope this observation if of some help! :)

Edit: I just found out that it definitely deals damage, it just doesn't show

Yeah I think it's the animation data is broken. Each animation has a hook to show damage numbers, etc. Big Brawl is supposed to have multiple but they don't appear to be working. If you set an attack that has no damage display hooks with actual damage formula, then it won't show anything but it will calculate the damage correctly. Same with adding multi hit to an animation that usually only has 1 hit in it.

Had an issue in the Northern Crater, the room with the save point after you go left and then down iirc, also has an added effect materia that looks really white??

Anyways, I couldn't get Cloud to jump back up after a certain point, no matter what I did. Any ideas?

There is a route back up, but it depends where you are. I would find one of the save points and disable random encounters while you look for the route up, it can be a bit of a round-about way to go. If you reach the bottom there's also a teleport NPC to get back to the Highwind if needed.

As for the white added effect, might either be a missing texture if field model mods are installed or the shine effect on the flevel code messed up.


tl;dr - Is there a way to confirm that I'm actually playing in Arrange Mode?

I'm certain that I picked Arrange Mode when I started my game. And various boss encounters like double Air Bombers and having to fight all three Gunners at once on the Shinra HQ elevator seem to confirm that selection. But I noticed a sharp drop in difficulty after leaving Midgar. At first, I attributed it to unlocking the Rank Up system. Then I got to Jenova VECTOR and was very alarmed when she never summoned her two Vector Node adds. I found an LP of the fight on Youtube that was supposedly using Arrange Mode and v1.5 of the mod where the boss did indeed summon the adds and also seemed to have much more HP than in my own playthrough (15k instead of 10k in mine). Although I noticed that the video I was watching was three years old which makes me wonder if the boss has been tweaked since then in some minor revision that the patch number wasn't incremented for.

So is there any way to be certain that I am indeed still playing Arrange Mode from within the game? Anything at all that would definitely be different? The only theory I have regarding how it could've gotten switched is related to the fact that I initially started playing on normal mode, decided I wanted more of a challenge, started a new save on Arrange Mode, and then shortly after leaving Midgar was right when I saved over those original normal mode save slots with my Arrange Mode playthrough. I have no idea how the mod tracks which mode each save is supposed to be so that's just the only wild guess I have about how a switch might have occurred assuming that the Jenova VECTOR behavior I'm describing isn't normal.

Besides this weird difficulty curve that may be the result of a bug caused by my own actions, I've been mostly loving how the mod makes the game feel fresh and even more polished than the original ever was. Based on what I've seen of Remake, I don't expect half as much out of that, especially given that it's gonna be a trilogy that won't be finished for years.

Some bosses were modified in the last few years and don't carry as much HP, etc. The nodes on Jenova Vector don't always spawn for some reason. Nothing in there would have switched Arrange mode off, so I guess the difficulty dip is to do with boss nerfs and just general flaws in the AI script I used to modify enemy stats on Arrange mode. When you reach Mt. Nibel,

Sega Chief,

Im sorry to dump more onto your desk but...

In the flashback to Shin-ra Mansion, Sephiroths dialogue windows are glitched as he reads up on his origins. Initially, no windows pop up and Sephiroth just paces with a book in hand. If one pushes a button the window(s) pop up for a frame or two and disappear.

I'm running a lot of the mods that come with the 7th Heaven 2.0 program. Please advise

EDIT: I've fixed it! I changed 2 thing so i dunno which worked but the 1st was change Enhanced Stock UI2 - Field Dialogue Style to 'Stock' and the 2nd was DPI compatability in 7th heaven's exe properties :)

PS the piano inputs, some wont work in this flashback. is that by design?

Yeah, that's the menu overhaul; not sure why it does that; for the patch I'm working on I've replaced the field with a vanilla one so that should hopefully be resolved.

The piano inputs should work; maybe some keymaps for the shoulders are off?

Arranged

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9145 on: 2020-04-04 01:07:45 »
Some bosses were modified in the last few years and don't carry as much HP, etc. The nodes on Jenova Vector don't always spawn for some reason. Nothing in there would have switched Arrange mode off, so I guess the difficulty dip is to do with boss nerfs and just general flaws in the AI script I used to modify enemy stats on Arrange mode. When you reach Mt. Nibel,

"When you reach Mt. Nibel"...? I feel like you were on the verge of answering my question about confirming that I'm definitely still in Arrange Mode but mispasted or something.

After reading some of your recent posts, I noticed that you've been having compatibility issues with ESUI, especially related to the separate "ESUI Controller Addon" mod, which I just happened to install right after leaving Midgar when the symptoms of this problem first emerged. I saw you made a post about how NT won't allow that mod to be active at the same time in the future. I've deactivated both it and ESUI in 7H but am still trying to determine if I need to resume my game from an old save to continue in Arrange Mode.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9146 on: 2020-04-04 02:54:35 »
Oh whoops.

I was going to say, when you reach Mt. Nibel you'll fight a different variant of the Keeper boss compared to normal mode. Sorry about that. ESUI I think can overwrite the flevel, so while the battles are unaffected it will leave you on a default flevel which will definitely cause serious problems the longer it's in there.

Drayenn

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9147 on: 2020-04-04 04:35:30 »
There is a route back up, but it depends where you are. I would find one of the save points and disable random encounters while you look for the route up, it can be a bit of a round-about way to go. If you reach the bottom there's also a teleport NPC to get back to the Highwind if needed.

As for the white added effect, might either be a missing texture if field model mods are installed or the shine effect on the flevel code messed up.

Yeah but I can't seem to trigger Cloud's jump at like, any point on that screen. Got locked out and had to restart.

Also I think the white shine on the materia is just how it looked.

Maziac

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9148 on: 2020-04-04 09:20:06 »
The nodes on Jenova Vector don't always spawn for some reason.

I don't think I've ever seen those nodes on Arrange type, but I've only played 1.4 and 1.5 patches.

Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9149 on: 2020-04-04 10:13:58 »
tl;dr - Is there a way to confirm that I'm actually playing in Arrange Mode?

I'm certain that I picked Arrange Mode when I started my game. And various boss encounters like double Air Bombers and having to fight all three Gunners at once on the Shinra HQ elevator seem to confirm that selection. But I noticed a sharp drop in difficulty after leaving Midgar. At first, I attributed it to unlocking the Rank Up system. Then I got to Jenova VECTOR and was very alarmed when she never summoned her two Vector Node adds. I found an LP of the fight on Youtube that was supposedly using Arrange Mode and v1.5 of the mod where the boss did indeed summon the adds and also seemed to have much more HP than in my own playthrough (15k instead of 10k in mine). Although I noticed that the video I was watching was three years old which makes me wonder if the boss has been tweaked since then in some minor revision that the patch number wasn't incremented for.

So is there any way to be certain that I am indeed still playing Arrange Mode from within the game? Anything at all that would definitely be different? The only theory I have regarding how it could've gotten switched is related to the fact that I initially started playing on normal mode, decided I wanted more of a challenge, started a new save on Arrange Mode, and then shortly after leaving Midgar was right when I saved over those original normal mode save slots with my Arrange Mode playthrough. I have no idea how the mod tracks which mode each save is supposed to be so that's just the only wild guess I have about how a switch might have occurred assuming that the Jenova VECTOR behavior I'm describing isn't normal.

Besides this weird difficulty curve that may be the result of a bug caused by my own actions, I've been mostly loving how the mod makes the game feel fresh and even more polished than the original ever was. Based on what I've seen of Remake, I don't expect half as much out of that, especially given that it's gonna be a trilogy that won't be finished for years.
Yeah the difficulty curve for arrange mode is kind of weird. I’m still not fully sure why, but I think limit breaks might be part of the reason. I literally one-shotted the Cave of Gi boss with Cloud’s Climmhazard. And Tifa trivialized a lot of midgame boss fights because her limit breaks hit like a freight train. The hard fights were mostly at the beginning of the game (when limits weren’t developed much yet) and at the end of the game (when bosses finally had enough health pools to compensate for the high limit break damage). That all being said, most of the end game boss fights are really great. I don’t want to spoil too much, but a lot of them had awesome mechanics that you couldn’t just brute force your way through and made for really interesting fights.