Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5319791 times)

gnollboll

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10000 on: 2020-08-04 21:44:36 »
Not sure what type of problem it is but, on type b on the boat towards Costa del Sol, Barret mentions
Spoiler: show
Sector 7, Biggs, Jessie and Wedge
if when I switched hard modes the game switched from type B to type A or if it's a known thing

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10001 on: 2020-08-04 22:26:28 »
Type B :
Spoiler: show

- In 7th Heaven, after you sleep in the bar, Tifa says she'll join the next mission (as if she didn't before).
- In the train afer, Cloud asks why she'd come anyway (same).
- In Wall Market, I picked up the coupon, then medicine, then sexy cologne, but they don't seem to be useful (unless it comes later).


Also, Cloud's innate seems to last multiple turns (or time based). It complicates morphing bosses a little.

Cloud's innate is 'set' when Defend is used and will last until it is procced. If you need to disarm it, then I guess you could try attacking him with another character; he should counter them (this is something I need to look into as I don't want this proccing when, say, Aeris uses a healing stave).

I'll pick up the dialogue bits and ends. Not sure what to do with the wall market key items, maybe I can sort something for that in a 2.1 content update but that'll be a ways off.

Not sure what type of problem it is but, on type b on the boat towards Costa del Sol, Barret mentions
Spoiler: show
Sector 7, Biggs, Jessie and Wedge
if when I switched hard modes the game switched from type B to type A or if it's a known thing

I remember adding a check there, maybe it's been set up wrong.

gnollboll

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10002 on: 2020-08-04 22:42:39 »
Some more stuff I forgot to mention
Spoiler: show
There's also mention of "badly hurting Rufus/president in Kalm, and Aeris mentioning the Black Materia while on the bed in Costa del Sol

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10003 on: 2020-08-04 22:59:11 »
Some more stuff I forgot to mention
Spoiler: show
There's also mention of "badly hurting Rufus/president in Kalm, and Aeris mentioning the Black Materia while on the bed in Costa del Sol


I think Black Materia is mentioned on the cargo ship in NT, a bit earlier than usual. I'll check what she says. As for the rufus thing, I'll sort that out.

gnollboll

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10004 on: 2020-08-04 23:04:54 »
Just out of curiosity, in Type B there seemed to be quite some changes in Midgar, but afterwards (just about to get to Corel prison) it feels a lot like Type A, guessing this is intended right?

Concession

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10005 on: 2020-08-04 23:28:07 »
Thanks for the mod. It's pretty fun

I'm on 2.05 and just had the game throw an exception in the Corel Prison Desert fighting a cactaur. It used 1000 needles to kill Barret and the game froze as I was waiting for Tifa to throw a phoenix down. It was almost dead.

Berub

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10006 on: 2020-08-04 23:50:18 »
Cloud's innate is 'set' when Defend is used and will last until it is procced. If you need to disarm it, then I guess you could try attacking him with another character; he should counter them (this is something I need to look into as I don't want this proccing when, say, Aeris uses a healing stave).
I just tested and it triggers multiple times, until another action is queued. Tested against Eligor, put Cloud on defense in the beginning of the fight and healed with Aeris; didn't choose any action for Cloud until the end. Cloud countered 6 times.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10007 on: 2020-08-05 00:32:15 »
Just out of curiosity, in Type B there seemed to be quite some changes in Midgar, but afterwards (just about to get to Corel prison) it feels a lot like Type A, guessing this is intended right?

Yeah, the changes are a bit less drastic out of Midgar. I think the heaviest scene editing beyond Midgar was in the Weapon Raid for Junon, other areas are more minor like Mt. Nibel. The Midgar sequence beyond the alternate entrance to Reactor 5 didn't actually exist before Type A was released, I did the whole thing in about a week and a half roughly.

Thanks for the mod. It's pretty fun

I'm on 2.05 and just had the game throw an exception in the Corel Prison Desert fighting a cactaur. It used 1000 needles to kill Barret and the game froze as I was waiting for Tifa to throw a phoenix down. It was almost dead.

I'll sort him out.

I just tested and it triggers multiple times, until another action is queued. Tested against Eligor, put Cloud on defense in the beginning of the fight and healed with Aeris; didn't choose any action for Cloud until the end. Cloud countered 6 times.

Ah, so if he stays in the Defend state then it continues to proc. Maybe that's not a bad thing; if you want to cancel the Defend status then an action like Change should do it.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10008 on: 2020-08-05 01:01:10 »
I went past the vending machine, deciding a
Spoiler: show
Hero Drink Classic
wasn't worth the wait, and came across an event glitch I believe has been brought up before. After rescuing
Spoiler: show
Elmyra
from the jail cells (which played out as intended), the event cut to the bloodied hallways and Red sitting by the broken Jenova cell, telling me that Jenova had fled to the upper floors (despite never having met Red yet). I'm on version 2.0.7

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10009 on: 2020-08-05 02:21:04 »
I went past the vending machine, deciding a
Spoiler: show
Hero Drink Classic
wasn't worth the wait, and came across an event glitch I believe has been brought up before. After rescuing
Spoiler: show
Elmyra
from the jail cells (which played out as intended), the event cut to the bloodied hallways and Red sitting by the broken Jenova cell, telling me that Jenova had fled to the upper floors (despite never having met Red yet). I'm on version 2.0.7

I think I updated the 2.0.7 version with a fix for that, but it can be fixed in-game; load the save file at floor 67, return to the jail cell screen, then when you come out you'll be on the right version of floor 67.

Metsys

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10010 on: 2020-08-05 02:44:01 »
Im in story B 2.0.7 just entering mythril cave, the game crashed when i entered the room where Rude + elena is supposed to be (i supposed isnt gonna be rude this time), but you get the idea. I dont know if someone else have said anything about it, but it just crashed, if you can check it out, please!

EDIT: i just checked again and it run normally. I dont know what happened, it was just a random crash. I dont know if its a different situation, but the first time i went to the right to get the materia/items. Now i just went immediately and it went without problems.
« Last Edit: 2020-08-05 02:46:55 by Metsys »

El Grillo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10011 on: 2020-08-05 03:57:10 »
Unfortunately the Junon Rufus send-off was a bit harder for me with the command text replaced with Playstation buttons, as I've only ever played on the PC. Is the reward cutoff still at 100+?

kamekaz3

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10012 on: 2020-08-05 05:53:53 »
Edit: question was already answered, oops. (Don't know if I can remove my own messages)
« Last Edit: 2020-08-05 06:03:00 by kamekaz3 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10013 on: 2020-08-05 15:52:01 »
Im in story B 2.0.7 just entering mythril cave, the game crashed when i entered the room where Rude + elena is supposed to be (i supposed isnt gonna be rude this time), but you get the idea. I dont know if someone else have said anything about it, but it just crashed, if you can check it out, please!

EDIT: i just checked again and it run normally. I dont know what happened, it was just a random crash. I dont know if its a different situation, but the first time i went to the right to get the materia/items. Now i just went immediately and it went without problems.

I'll have a look, I think this exact thing happened with someone else; they got a crash on that screen but only the first time. Will have a look through for anything unusual.

Unfortunately the Junon Rufus send-off was a bit harder for me with the command text replaced with Playstation buttons, as I've only ever played on the PC. Is the reward cutoff still at 100+?

100 is still the cut-off; you get a Silver Armlet for it.

Kurne

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10014 on: 2020-08-05 17:11:56 »
Well, the boss that replace the boss when ya meet red13 wasn't a big deal to kill.   He spammed blizzard on himself until he killed himself o.o...  I even timed a morph right after the last blizzard he didn't give anything ='(   also dude in kalm talks about injuring the new president badly.  Cloud admits to it but that isn't what happened in type B

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10015 on: 2020-08-05 17:23:58 »
Well, the boss that replace the boss when ya meet red13 wasn't a big deal to kill.   He spammed blizzard on himself until he killed himself o.o...  I even timed a morph right after the last blizzard he didn't give anything ='(   also dude in kalm talks about injuring the new president badly.  Cloud admits to it but that isn't what happened in type B

I've got both of these in the new patch that'll be going up later.

boozek

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10016 on: 2020-08-05 17:49:44 »
I am having problems with two Fort Condor battles when Cloud is alone and I have no access to PHS and becasue of that cannot get other team members equipment.
Wanted to fight the Boss right away (ignoring the minigame) but its extremelly difficult. I am trying to exp to get stronger but it takes forever I have lvl 21 and he still kills me with two ground attack which he uses constantly. I don't want to skip it or load the save before Bottomswell fight...
Is there a way to get to equipment from other characters and unwear them?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10017 on: 2020-08-05 18:00:52 »
I am having problems with two Fort Condor battles when Cloud is alone and I have no access to PHS and becasue of that cannot get other team members equipment.
Wanted to fight the Boss right away (ignoring the minigame) but its extremelly difficult. I am trying to exp to get stronger but it takes forever I have lvl 21 and he still kills me with two ground attack which he uses constantly. I don't want to skip it or load the save before Bottomswell fight...
Is there a way to get to equipment from other characters and unwear them?

Well, first of all the enemy commanders don't give any EXP, Gil, AP, or items in NT 2.0 so there's no reason to be fighting them, let alone with a solo Cloud. You also don't get the special item for the battle if you fight the enemy commander instead of repelling the invasion within the minigame (same as vanilla).

The refund cost for units was raised to 400gil which is the same hiring price for the standard all-rounder units, so if Gil is an issue then you could invest in those and assuming losses aren't heavy, you'll get 100% of the gil you spent on those units back. Using the swarm method, where you place one unit at the red line, start the battle, then continually place units to push the red line down before placing 3 or so units on both lanes to quickly kill the solo enemy to end it early, you can get the minigame over and done with in less than a minute.
« Last Edit: 2020-08-05 18:04:43 by Sega Chief »

boozek

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10018 on: 2020-08-05 18:04:29 »
Well, first of all the enemy commanders don't give any EXP, Gil, AP, or items in NT 2.0 so there's no reason to be fighting them, let alone with a solo Cloud. You also don't get the special item for the battle if you fight the enemy commander instead of repelling the invasion within the minigame (same as vanilla).

The refund cost for units was raised to 400gil which is the same hiring price for the standard all-rounder units, so if Gil is an issue then you could invest in those and assuming losses aren't heavy, you'll get 100% of the gil you spent on those units back.

ohh crap so I need to reload to before the first fort condor fight, got it thanks.

what about the part about removing equipment from the team members that are not accessible at the moment?
« Last Edit: 2020-08-05 18:07:10 by boozek »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10019 on: 2020-08-05 18:12:01 »
ohh crap so I need to reload to before the first fort condor fight, got it thanks.

what about the part about removing equipment from the team members that are not accessible at the moment?

It depends; you can use the Exchange option in the Materia menu if they're 'available' but at certain points a character will be marked as unavailable and will be hidden in this menu as well. Armour can't be unequipped, but Accessories are covered by Unequip opcodes if they're used.

I should also mention that you don't get boosted EXP for fighting solo, it isn't shared between party members like in other FF games. Best time to gain experience is with a full party.

flacidapplebottoms

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10020 on: 2020-08-05 20:29:33 »
Couple things:

-In the Mythril Mines, transitioning to the area where the Turks ambush you gives a black screen and an error window pops up saying "An unknown exception has occurred." I'm not using any other mods, just 2.07 Game Type B Hard Mode. But reloading and trying the transition again and it works fine, so...

-I'm getting gil from enemies in the Mythril Mines on Hard Mode.

-The Elphadunk enemy doesn't have a morph item, if that matters to you.

Also,
Spoiler: show
a small thing, but in Game Type B Elena still mentions how the party put Reno "out of action" in the Mythril Mines, even though in B you've yet to encounter him, as Sector 7 wasn't crushed with the plate (yet?), and the Turk you fought in the church was Rude. Unless I'm just forgetting some run-in with Reno or something.
« Last Edit: 2020-08-05 20:49:10 by flacidapplebottoms »

Kurne

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10021 on: 2020-08-05 21:22:37 »
i am having the same exact issues flacidapplebottoms is having.   it worked fine in type a, but seems to crash in type b during the transition to that area

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10022 on: 2020-08-05 21:26:54 »
Couple things:

-In the Mythril Mines, transitioning to the area where the Turks ambush you gives a black screen and an error window pops up saying "An unknown exception has occurred." I'm not using any other mods, just 2.07 Game Type B Hard Mode. But reloading and trying the transition again and it works fine, so...

-I'm getting gil from enemies in the Mythril Mines on Hard Mode.

-The Elphadunk enemy doesn't have a morph item, if that matters to you.

Also,
Spoiler: show
a small thing, but in Game Type B Elena still mentions how the party put Reno "out of action" in the Mythril Mines, even though in B you've yet to encounter him, as Sector 7 wasn't crushed with the plate (yet?), and the Turk you fought in the church was Rude. Unless I'm just forgetting some run-in with Reno or something.


i am having the same exact issues flacidapplebottoms is having.   it worked fine in type a, but seems to crash in type b during the transition to that area

The issue seems to be that it breaks on the first attempt but then after reloading it works after that. This is a very strange bug which I'm going to have to try and replicate somehow.

Kurne

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10023 on: 2020-08-05 21:31:17 »
when i toggle hard mode during the battle it shows "hard mode on" but when the battle is over it shows "hard mode off"?  same concept just in reverse should i do the battle again.  i'm not sure which is on or off.  maybe it turned itself off during last patch, going to go face a battle and see if i keep getting gil now


edit:  it appears that was the case

1: was set to hard mode prior to last update.   
2:  after update i started gaining gil.
3: i went to save and toggled hard mode.   during the battle it showed Hard mode ON.  After the battle i got a pop up saying Hard Mode OFF.  I am no longer getting gil from enemies so i assume i now have hard mode back on even though it shows off?
« Last Edit: 2020-08-05 21:33:49 by Kurne »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10024 on: 2020-08-05 21:40:09 »
when i toggle hard mode during the battle it shows "hard mode on" but when the battle is over it shows "hard mode off"?  same concept just in reverse should i do the battle again.  i'm not sure which is on or off.  maybe it turned itself off during last patch, going to go face a battle and see if i keep getting gil now


edit:  it appears that was the case

1: was set to hard mode prior to last update.   
2:  after update i started gaining gil.
3: i went to save and toggled hard mode.   during the battle it showed Hard mode ON.  After the battle i got a pop up saying Hard Mode OFF.  I am no longer getting gil from enemies so i assume i now have hard mode back on even though it shows off?

Sounds like they're out of synch; the one reported in-battle should be the accurate one as it's the actual battle variable used by enemies to set themselves up. The field variable only affects that message shown. I'll need to figure out how a desynch between the field var and the battle var occurred; maybe it started out that way or there's a bad toggle on one of the save points.

I wasn't able to replicate the Mythril Mines crash; I started from Kalm area and headed down there, triggered the Zolom field screen in case it's a music instruction of some sort, and cleared the cave out but didn't see it. I deleted an unused field model from there just in case it affects it but an issue like this sounds like something in memory is carrying over to the field and causing it to break, something which is then cleared on a reload. Typically this could be audio/volume instructions or similar.