Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972144 times)

chimaerath

  • *
  • Posts: 14
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10100 on: 2020-08-09 15:37:22 »
Sorry if you already fixed this, but I only just remembered about this (from a while back, 2.0.4?).

There's an NPC in Midgar near the Church (I believe it's this NPC) who appears when you first enter the map (i.e. just after throwing barrels at recruiting Aeris). The dialogue referenced a later event even when the mentioned character was in my party.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10101 on: 2020-08-09 15:55:47 »
Sorry if you already fixed this, but I only just remembered about this (from a while back, 2.0.4?).

There's an NPC in Midgar near the Church (I believe it's this NPC) who appears when you first enter the map (i.e. just after throwing barrels at recruiting Aeris). The dialogue referenced a later event even when the mentioned character was in my party.

In his first dialogue, I think it's supposed to go across like this: He saw Aeris go into the church but didn't come out again, referencing your escape out through the roof and over the rooftops. He then calls the church haunted, which references the much later event where you spot a ghost/trick of the light when entering the church. I've since changed the dialogue though because it got reported as an oversight now and then.

gnollboll

  • *
  • Posts: 27
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10102 on: 2020-08-09 21:16:39 »
Type B
Spoiler: show
After I manipulated the black dragon in the crater for Dragonforce it can only target Cloud(top character) and when I cast it it casts it on itself and the game softlocks

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10103 on: 2020-08-09 21:33:27 »
Type B
Spoiler: show
After I manipulated the black dragon in the crater for Dragonforce it can only target Cloud(top character) and when I cast it it casts it on itself and the game softlocks


I've got that one in my 2.0.10 patch, that'll be going up soon. Only thing is it's still locked to first party member as the target when using through manipulate.

Walker--1995

  • *
  • Posts: 5
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10104 on: 2020-08-09 22:06:05 »
I've got that one in my 2.0.10 patch, that'll be going up soon. Only thing is it's still locked to first party member as the target when using through manipulate.
hey man I can’t get the PHS call at the bottom of the north crater to take on new content and side quests! They just go straight down towards the jenova fight, was this changed?

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10105 on: 2020-08-09 22:50:20 »
hey man I can’t get the PHS call at the bottom of the north crater to take on new content and side quests! They just go straight down towards the jenova fight, was this changed?

Yeah it doesn't happen anymore; I think most stuff can be done as soon as you're on Disc 3; just the party leader swap needs it.

Walker--1995

  • *
  • Posts: 5
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10106 on: 2020-08-09 22:56:13 »
Yeah it doesn't happen anymore; I think most stuff can be done as soon as you're on Disc 3; just the party leader swap needs it.
thanks man! I’ve been reloading and trying different things to try and trigger it, is there anything in the mod that explains what quests need to be done and a way to keep track of ones that I’ve done/ not done?

Schrödinger

  • *
  • Posts: 19
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10107 on: 2020-08-09 23:37:42 »
Type B. Kalm right after Yuffie encounter. I can only find Tifa, Barret and Aerith hanging around in town. No signs of Nanaki or Yuffie. Don't know if it's a bug or intended.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10108 on: 2020-08-09 23:55:13 »
thanks man! I’ve been reloading and trying different things to try and trigger it, is there anything in the mod that explains what quests need to be done and a way to keep track of ones that I’ve done/ not done?

I'll write up a list and put it in the docs with the next patch.

Type B. Kalm right after Yuffie encounter. I can only find Tifa, Barret and Aerith hanging around in town. No signs of Nanaki or Yuffie. Don't know if it's a bug or intended.

I'll check it out, think they were available to talk to before the flashback event so I changed the appearance condition. Sounds like it's too far along now.

Schrödinger

  • *
  • Posts: 19
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10109 on: 2020-08-10 00:34:34 »
I'll check it out, think they were available to talk to before the flashback event so I changed the appearance condition. Sounds like it's too far along now.

Before the flashback none of the characters appeared in town (they're immediately in the 2nd floor), so I went back to Kalm the first time I could (maybe I just dind't find them, where're nanaki yuffie supposed to be?)

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10110 on: 2020-08-10 00:41:35 »
Before the flashback none of the characters appeared in town (they're immediately in the 2nd floor), so I went back to Kalm the first time I could (maybe I just dind't find them, where're nanaki yuffie supposed to be?)

Yeah they're not supposed to be visible until after the flashback. Red and Yuffie are upstairs in one of the houses on the left side of town.

Walker--1995

  • *
  • Posts: 5
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10111 on: 2020-08-10 00:52:07 »
I'll write up a list and put it in the docs with the next patch.

I'll check it out, think they were available to talk to before the flashback event so I changed the appearance condition. Sounds like it's too far along now.
thanks bud! It wasn’t really an issue for me as there’s only 9 characters but I was just wondering, thanks again for the amazing hard work and dedication you’ve put in, by far my favourite run I’ve had on final fantasy 7

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10112 on: 2020-08-10 01:07:12 »
thanks bud! It wasn’t really an issue for me as there’s only 9 characters but I was just wondering, thanks again for the amazing hard work and dedication you’ve put in, by far my favourite run I’ve had on final fantasy 7

No worries.

***
Patch 2.0.10 is up:

Spoiler: show

v2.0.10 - 10/08/2020
*) Mt. Nibel: Boss could be fought twice due to a script conflict.
*) Battle Square: Dio appearing when not intended.
*) Temple of the Ancients: Battle ID for Type B boss corrected.
*) Land Worm: Was incorrectly targeting itself with a certain attack.
*) Icicle Inn: Snowboarding instructions had overlapping windows.
*) Dragon Force: Target flag prevented it from being used on party when attempting to learn it.
*) Crater Dragon: Trine had no animation set.
*) North Crater: 3 Save Points added to SP Upgrade Jump list & 1 Save Point on Left-Up Path was marked as hidden.
*) Documentation: Corrected error that reported 1/35 location as east cave instead of west cave.
*) Sea Worm: Attacks had incorrect base power.
*) Great Glacier: Wrong BattleID was corrected.
*) Steal Gil property was removed from some Type B enemies in Wall Market.
*) Priscilla's House: Collision deactivated with Priscilla as it obstructed obtaining the Slow Materia later in the game.
*) Kalm: Dog in the closet no longer deactivates player movement to prevent possible softlock (base game issue).
*) Cave of the Gi: A script jump was missing, meaning that the boss from Type B and Type A was being fought on Type B.
*) Shinra Mansion: Zack Flashback can now be triggered once Cloud returns to the party instead of Disc 3 only.
*) Gelnika: Turks reinstated for Type B.
*) Great Glacier: Variable was double-booked, preventing acquisition of a Materia here.
*) Great Glacier: Variable was double-booked, preventing acquisition of an item in North Crater.
*) Purple Materia Cave: Crash could occur as a variable decremented.
*) Nibelheim: Reassigned variable to handle Final Heaven (acquired when Tifa is party leader).
*) Kalm: Issue with Barret & Marlene's scripts.
*) Forgotten City: An event could trigger at an unintended time.
*) Fort Condor: Adjusted battle camera with Ultimate Weapon.
*) Weaponsmith: Dialogue boxes misaligned for Cloud.
*) Mustard Bomb: Changed Camera
*) Mideel: Dialogue box misaligned
*) Rocket Town: Collision disabled for two guards.
*) Temple of the Ancients: Dark Matter Key Item wasn't being acquired.
*) Drain Damage buffed to 25% of damage dealt
*) Osmose: Adjusted to deal 1/2 the target's MP as damage, draining 25% of damage dealt for the caster's MP.
*) Midgar Raid: Tweak to Turks scene so that screen is darkened/models set to invisible directly after the battle.
*) HP Shout: Removed from boss drop, can only be acquired through Wonder Square (Disc 3); documentation updated.
*) Elena: Midgar Raid appearance, AI adjusted to only use Turk Antidote once.
*) Reflect Materia: Issue where selling price was giving close to max gil for Master.


One thing there is the change to Drain and Osmose; attacks with the drain flag will now take roughly 25% or so of the damage dealt (HP and MP Absorb are exceptions, they still take the 10% that they did in base game).

Some tickets still to be dealt with:
*) If Wutai sidequest is skipped earlier in the game, the Pagoda will softlock when attempting to get through Yuffie's fight for Conformer. If anyone has encountered this, then I'd appreciate if they shoot me their save file so I can run tests against it.

*) Some Materia sell for less as mastered than the cumulative AP it takes to master them.

*) Mythril Mines: When playing straight through to the screen with the Turks from a certain point, and if certain unknown conditions are met, an unknown issue will cause the game to crash when attempting to load the field. This issue clears up if the game is reloaded either before the Mythril Mines are entered or after the crash occurs, and doesn't occur again.
« Last Edit: 2020-08-10 01:09:59 by Sega Chief »

Berub

  • *
  • Posts: 10
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10113 on: 2020-08-10 01:39:39 »
Type B :
Spoiler: show
Satan's Gates are too close to the party, their head overlap.


Restore+All doesn't work with Regen.
« Last Edit: 2020-08-10 01:52:01 by Berub »

Metsys

  • *
  • Posts: 21
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10114 on: 2020-08-10 02:34:12 »
Sorry for the simple and stupid question, but i dont seem to find a way to delete the IRO from 7th heaven to update it to 2.0.10. In the mod catalog i dont see a "delete iro" option or something. Do i have to uninstall the mod first?

Doll

  • *
  • Posts: 8
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10115 on: 2020-08-10 02:52:19 »
Sorry for the simple and stupid question, but i dont seem to find a way to delete the IRO from 7th heaven to update it to 2.0.10. In the mod catalog i dont see a "delete iro" option or something. Do i have to uninstall the mod first?

In the my mods tab where all the stuff you have installed is, highlight new threat and then hit the trash can icon over on the right. then mosey over to browse catalog, find new threat there, and download/install it again.

chimaerath

  • *
  • Posts: 14
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10116 on: 2020-08-10 03:08:36 »
I know you looked at the Nibelheim pianos, but I can't get past certain issues. Can you confirm that these are working as intended?

  • For Tifa's piano, selecting "I forgot" brings up the text, but Cloud doesn't move and no sound is heard when keys are pressed. Background music still plays during this. (Selecting "I remember" shows Cloud moving, sound is heard, background music becomes silent, and the text appears, thank you for that.)
  • For Shinra Mansion's piano, I hear the sound even with no Cloud animation, but two keys behave oddly. Hitting the "Re [Switch]" or "Ti [PAGEUP/PAGEDOWN]+[MENU]" result in a brief white flash of the screen, and what sounds like a cancel (when you hit cancel in a menu); I can't hear the note associated with those keys. All other keys sound like they work.

Again, thank you for the great mod, and especially thank you for looking into all the issues that are brought up.

Aerodynamics

  • *
  • Posts: 25
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10117 on: 2020-08-10 03:49:53 »
I have DQ11 on the PS4 and know what they are; some planning would be needed.

In the meantime, is there some way to keep the Gil and the Exp on Hard Mode as soon as possible? Mainly the Gil. Or at least reduce it.

The mod is great, hard mode provided just the right challenge on battles so far (still in midgar) ;D Very nice touches, like different damage /mp on spells.

Although not beeing able to buy gear/materia is frustrating and encounters feel unrewarding :-\ encounters mostly become a source of loosing hp and mp, so i avoid them as much as I can.

Thinking about starting a new game on 1.5 Arranged in the meantime due to this, although i don't want to miss the new stuff 2.0 has to offer.

« Last Edit: 2020-08-10 03:52:13 by Aerodynamics »

Metsys

  • *
  • Posts: 21
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10118 on: 2020-08-10 04:01:43 »
In the my mods tab where all the stuff you have installed is, highlight new threat and then hit the trash can icon over on the right. then mosey over to browse catalog, find new threat there, and download/install it again.

Thanks man, so it was basically reinstall the mod.

By  the way, sega chief
Spoiler: show
That jenova life fight with zombie aerith was amazing. I dont know if this was your idea or not, but ive seen similar types of fights in other games like Breathe of fire 2, and man, i love that concept of having to hold back just to save someone. It was pretty well done, and how if she dies gives you great gospel, holy shit, thats rough, like her last breath. Amazing.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10119 on: 2020-08-10 04:22:27 »
Type B :
Spoiler: show
Satan's Gates are too close to the party, their head overlap.


Restore+All doesn't work with Regen.

I'll move them apart.

Regen not working with All is intended for balancing.

I know you looked at the Nibelheim pianos, but I can't get past certain issues. Can you confirm that these are working as intended?

  • For Tifa's piano, selecting "I forgot" brings up the text, but Cloud doesn't move and no sound is heard when keys are pressed. Background music still plays during this. (Selecting "I remember" shows Cloud moving, sound is heard, background music becomes silent, and the text appears, thank you for that.)
  • For Shinra Mansion's piano, I hear the sound even with no Cloud animation, but two keys behave oddly. Hitting the "Re [Switch]" or "Ti [PAGEUP/PAGEDOWN]+[MENU]" result in a brief white flash of the screen, and what sounds like a cancel (when you hit cancel in a menu); I can't hear the note associated with those keys. All other keys sound like they work.

Again, thank you for the great mod, and especially thank you for looking into all the issues that are brought up.

The Shinra Mansion piano never did have animations for the character playing it, probably because of how the piano is placed; it has some missing keys which make playing the melody by ear a little trickier but hitting these 'dud' keys will still register as part of the code. The reason these keys are duds is part of one of the safe's clues:

'Dial 2: behind the ivory`s short of tea and ray.'

Tea and Ray probably refer to the musical notes 'Ti' and 'Re' which I think are missing from the piano (short of tea and ray). Ivory refers to the keys, as they used to be made out of strips of ivory.

As for the piano in Tifa's room, I wasn't able to replicate no animation from Cloud but didn't get Final Heaven when playing it as Tifa so I rectified that part. I think 'I forgot' part is so you can refamiliarise with the keys but will not accept the code/melody if played; it needs to be played via 'I remember'. And for NT, Tifa needs to be party leader to get Final Heaven (change this from Operation Room on Highwind, after getting to the bottom of North Crater and returning). I'll look into the not being able to play during the 'I forgot' option.

In the meantime, is there some way to keep the Gil and the Exp on Hard Mode as soon as possible? Mainly the Gil. Or at least reduce it.

The mod is great, hard mode provided just the right challenge on battles so far (still in midgar) ;D Very nice touches, like different damage /mp on spells.

Although not beeing able to buy gear/materia is frustrating and encounters feel unrewarding :-\ encounters mostly become a source of loosing hp and mp, so i avoid them as much as I can.

Thinking about starting a new game on 1.5 Arranged in the meantime due to this, although i don't want to miss the new stuff 2.0 has to offer.

It's a heavy amount of work due to the volume of AI groups that need to be changed. I'll probably experiment with something in the kernel AI if I can make it fit in there as it would be much more efficient to maintain if so. An alteration won't be made until a 2.1 swings around (which would be a content update adding things to the mod).

Thanks man, so it was basically reinstall the mod.

By  the way, sega chief
Spoiler: show
That jenova life fight with zombie aerith was amazing. I dont know if this was your idea or not, but ive seen similar types of fights in other games like Breathe of fire 2, and man, i love that concept of having to hold back just to save someone. It was pretty well done, and how if she dies gives you great gospel, holy shit, thats rough, like her last breath. Amazing.


Seems that fight has went over well, which is nice.

El Grillo

  • *
  • Posts: 28
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10120 on: 2020-08-10 09:22:14 »
A Mode Disk 2:
Spoiler: show

There seem to be a couple of bugs in the Zack flashback scene where you get Omnislash and Great Gospel. While Cloud was renamed Zack for the battles (I came unprepared in my default tank-support setup and eventually got ground down by the Slalom + 2x Heligunner due to not being set up for Dual + Sleep, is there an end to the gauntlet?), I got two rename character prompts afterwards: one for Cloud, one for Cait Sith. Afterwards I was returned to the Highwind bridge with Cloud KOed.

EDIT: I came back better prepared for the solo fights and beat the 6x SOLDIER:1st fight, which was pretty neat. Ziedrich, Barrier/MBarrier with Regen, Added Effect-Mystify in armor, and Magic Counter-Cure1 kept me from taking too much damage, and Alexander's Stop and Cross-Slash helped as well. Then for damage I just relied on counterattacks and poison ticks from Bad Breath. Only needed one Elixir when my MBarrier slipped for a turn. I had been using Berserk for the earlier SOLDIERs, but their 4x-Cut move is actually fantastic because counters can proc on each attack, and Sleepel is a wasted turn from them.
« Last Edit: 2020-08-10 10:13:25 by El Grillo »

EternalLykaios

  • *
  • Posts: 12
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10121 on: 2020-08-10 12:59:25 »
Loving the mod so far Sega! A few boss fight changes have been weirdly placed but apart from that this mod is the best I've ever played! Keep it up!
« Last Edit: 2020-08-10 14:08:28 by EternalLykaios »

Pruntarious

  • *
  • Posts: 16
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10122 on: 2020-08-10 13:57:44 »
Hey there... Playing through 2.0 (currently on latest patch 2.010). Nice job so far. This version seems a little easier over 1.5 in general but maybe I know what you have up your sleeve for the most part now.

have the limit break requirements changed? I've manged to get Tifa to unlock Level 2 (she's currently on 132 kills looking at the save file in Black Chocobo).

Cloud has 149 kills and Yuffie has 83. Looking at the requirements online in the game -mods they should be unlocked by now?

Just wondering if something is up?

Cheers.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10123 on: 2020-08-10 15:52:55 »
A Mode Disk 2:
Spoiler: show

There seem to be a couple of bugs in the Zack flashback scene where you get Omnislash and Great Gospel. While Cloud was renamed Zack for the battles (I came unprepared in my default tank-support setup and eventually got ground down by the Slalom + 2x Heligunner due to not being set up for Dual + Sleep, is there an end to the gauntlet?), I got two rename character prompts afterwards: one for Cloud, one for Cait Sith. Afterwards I was returned to the Highwind bridge with Cloud KOed.

EDIT: I came back better prepared for the solo fights and beat the 6x SOLDIER:1st fight, which was pretty neat. Ziedrich, Barrier/MBarrier with Regen, Added Effect-Mystify in armor, and Magic Counter-Cure1 kept me from taking too much damage, and Alexander's Stop and Cross-Slash helped as well. Then for damage I just relied on counterattacks and poison ticks from Bad Breath. Only needed one Elixir when my MBarrier slipped for a turn. I had been using Berserk for the earlier SOLDIERs, but their 4x-Cut move is actually fantastic because counters can proc on each attack, and Sleepel is a wasted turn from them.


I'll explain:

Spoiler: show
On the 7th Heaven version, a model swap is performed and the character is renamed so that you play as Zack during this section. Unfortunately, that can't be done on the plain installer and Reunion versions so all that happens is the rename function and the Cloud battle model is retained. After the scene concludes, the rename prompts are given so the player can rename Cloud to whatever custom name they had before as I can't record and then set the custom name through script. Chocobo names have some support for this as they retrieve their names from variables but I found it wasn't suitable.

Cait Sith also gets a prompt here because it seems that renaming Cloud also renames Cait's slot as well, due to the Young Cloud thing. So he has to be renamed manually afterwards as well which would seem a bit out of nowhere for anyone not familiar with the inner workings of the character slots.


Hey there... Playing through 2.0 (currently on latest patch 2.010). Nice job so far. This version seems a little easier over 1.5 in general but maybe I know what you have up your sleeve for the most part now.

have the limit break requirements changed? I've manged to get Tifa to unlock Level 2 (she's currently on 132 kills looking at the save file in Black Chocobo).

Cloud has 149 kills and Yuffie has 83. Looking at the requirements online in the game -mods they should be unlocked by now?

Just wondering if something is up?

Cheers.

There was some confusion over that because the requirements were set low before the beta test run was made but then raised again when it was felt that they were unlocking far too fast, but the documentation + Junon Beginner's Hall text wasn't updated with that info at the time. They should have the correct numbers now though.

In any case, Cloud has the highest number of kill requirements and then it slowly scales down for characters who join later. Cloud needs 180 for Lv2, then 360 for lv3. Tifa needs 120 then 180. Yuffie needs 100, then 160. Cait and Vincent are exceptions in that they need a very low number of kills to get their next Limit Levels. And Cid has the lowest besides those two, needing 50 then 100. The kills needed are cumulative, so when Cloud gets 180 kills to learn Lv2, he needs a further 180 kills to get lv3.

Pruntarious

  • *
  • Posts: 16
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10124 on: 2020-08-10 15:58:51 »
Thanks! Will just mosey on through so and they'll unlock eventually... Trying to rotate my characters this time (minus Cait Sith as screw him) to get their limits unlocked instead of just having a min party.  :)