[FF7PC-98/Steam] New Threat Mod (v2.0.999992)

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So I conducted three tests of the Turks battle in the Mythril Mines but couldn't find an error:

1) I went for Elena first then Rude, using Choco/Mog to inflict Confusion.

2) Went for Elena first, avoided use of Choco/Mog, allowed both enemies to run through their entire AI cycle

3) Went for Rude first, tested Poison/Turk Antidote on both enemies in combination with Berserk & Confusion.

So not sure where the softlock is coming from. Has anyone else encountered this error with the latest set of patches?
I've never experienced any soft lock issues with that particular fight at all. I've even seen Rude use
Turk cure on both of them and the battle has always played out for me.
 
I've never experienced any soft lock issues with that particular fight at all. I've even seen Rude use
Turk cure on both of them and the battle has always played out for me.
I was meaning to ask other people to test out the fight; thanks for letting me know.
 
Yeah, fought them twice and no soft lock. I actually wanted Turk Cure to go off so Elena couldn't cure her poison since it makes her berserk. Quick question on Fort Condor, does losing a unit or two affect the final reward at the end of the quest chain?

EDIT: Also, the shops aren't changed in Fort Condor. They have the vanilla disc 1 inventory. Also, looking at the change log, you may want to change the best send off reward in Juno to something else from Enemy Away as that Materia seems pointless considering you can turn off random encounters at save points. I'd just take the rune armlet and cut my losses as it stands.
 
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I had a wierd thing just happening to me with the Palmer Fight with the Mod - instead of Palmer it seems like it loaded the last Fight with Sephiroth (could recognize the music and once it loaded half of the Background from the Stage where you fight Sephiroth) otherwise it always crashed before the Fight began - Palmer says Security - Sephiroth Theme plays and then it crashes

Note: i played the Mod already once til this part and it didnt happen, i had a normal fight with him

I made a Video with exactly what happens everytime :

Also i disabled every Mod besides NT aswell and had the same Result

I tried to skip the fight by disabling the Mod and reactivating it but then all of my Stats are getting completly fucked up :/
 
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That's a wrong encounter; make sure you've applied the new patches (flevel and scene). That boss is supposed to appear elsewhere, and it was Hochu you were supposed to bump into. Congrats on beating it though; try using the item in battle.
I double checked and i did have the updates applied. I fought Ho-Chu as well after beating this boss. Ho-Chu was from touching the final beehive right? The hidden boss was from walking into the final Venus Flytrap. I used the item in battle and i dont think it did anything. It had a Multitarget Holy animation though.
 
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Speaking of Palmer, is there a way to apply the hotfix patches to the IRO file (by unpacking and repacking it or something...?), and if not, may I ask for an updated IRO? I've had the bad luck of reaching Palmer right on the version when the freeze was discovered and been bummed all week I couldn't progress on this new version.
 
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Yeah, fought them twice and no soft lock. I actually wanted Turk Cure to go off so Elena couldn't cure her poison since it makes her berserk. Quick question on Fort Condor, does losing a unit or two affect the final reward at the end of the quest chain?

EDIT: Also, the shops aren't changed in Fort Condor. They have the vanilla disc 1 inventory. Also, looking at the change log, you may want to change the best send off reward in Juno to something else from Enemy Away as that Materia seems pointless considering you can turn off random encounters at save points. I'd just take the rune armlet and cut my losses as it stands.
Losing units doesn't affect the questline for Fort Condor; the enemy reaching the shed and prompting a battle with your party does however, as does Fort Condor not having enough money to defend in your absence (3000gil per battle is what I think the fee is). They start off with enough money in NT to see off all of the battles you can't make it back for, but will need more if you don't plan on returning for every single encounter (which would be understandable, there's a lot of them).

I'll change the send-off prize to something more valuable; it's not been changed since the encounter switch was implemented and have a look at Condor's shops though I think there was a reason it was changed, not sure.

I had a wierd thing just happening to me with the Palmer Fight with the Mod - instead of Palmer it seems like it loaded the last Fight with Sephiroth (could recognize the music and once it loaded half of the Background from the Stage where you fight Sephiroth) otherwise it always crashed before the Fight began - Palmer says Security - Sephiroth Theme plays and then it crashes

Note: i played the Mod already once til this part and it didnt happen, i had a normal fight with him

I made a Video with exactly what happens everytime :

Also i disabled every Mod besides NT aswell and had the same Result

I tried to skip the fight by disabling the Mod and reactivating it but then all of my Stats are getting completly ferned up :/
It's a wrong encounter; have you tried the flevel patch that's on the 1st page? If that's applied and the problem still occurs then I'll update the flevel patch (although I think I need to update it anyway to fix a problem in Ancient Forest).

I double checked and i did have the updates applied. I fought Ho-Chu as well after beating this boss. Ho-Chu was from touching the final beehive right? The hidden boss was from walking into the final Venus Flytrap. I used the item in battle and i dont think it did anything. It had a Multitarget Holy animation though.
At some point I had it so that Hochu would be fought whenever a fly trap was triggered but that formation was repurposed for that 'secret' boss. I'll check it again, remove the encounter trigger, and update the flevel patch + IRO.

Speaking of Palmer, is there a way to apply the hotfix patches to the IRO file (by unpacking and repacking it or something...?), and if not, may I ask for an updated IRO? I've had the bad luck of reaching Palmer right on the version when the freeze was discovered and been bummed all week I couldn't progress on this new version.
I'll be updating the IRO today so no worries.
 
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I am playing with the IRO file so i guess im just gonna wait til you update it today :)
 
Hey SegaChief,

First, thanks for your amazing work, looking forward to see what you'll do with FFVIII.

Now, I have a small question, I did your 1.35 and you pointed towards a mod to modify materia stats bonuses and maluses. Can't seem to find it now. Is it compatible with 1.4?
I think I'm going to wait for the arranged version like I did for 1.3.

Thanks for your time and work.
 
What would be the best way to off 3rd form Hojo? he has an attack that deals almost 5000 damage and it goes through barriers. I'm not to sure how to decrease the damage. I can get him down where he starts popping off the Cell barriers. but then he starts throwing that high damage attack at me
 
The new IRO: http://www.mediafire.com/file/rbs5s52qkbp3kp9/FF7_NT_IRO_30th_January_2017.iro

What would be the best way to off 3rd form Hojo? he has an attack that deals almost 5000 damage and it goes through barriers. I'm not to sure how to decrease the damage. I can get him down where he starts popping off the Cell barriers. but then he starts throwing that high damage attack at me
Holy and Wind are the most effective elements here, and he can be Slowed to help you deal with his 155 Speed. Combo can be covered on each hit so if you have a back-row character with 100% cover and protection against Paralysis and Slow that should be quite effective. He has about 100,000HP total but Absorb can make the fight longer if it isn't blocked using Barrier.

Phantasm can be blocked by protecting against an element called 'Hidden'; this is obtained through Elemental + a non-elemental Materia. Guardian Ring can also block it, otherwise you'll be wanting to keep antidotes to cure the Dual-Drain it can inflict.

Meteorain and Lifestream Ray are the most dangerous attacks; Barrier and MBarrier need to be maintained which makes his other attack, Malkuth Shred, a pain because it has that debarrier effect on it. If the damage is too high, then try using Sadness to reduce the incoming damage down by another 30% (back-row can also reduce Meteorain's damage by another 50%). Characters that can be a good fit here are Barret for his high defences, Tifa for Grit, or Yuffie for Evasion.

His AI pattern is:
Skip Turn
Goner (reduces 1 character to 1HP)
Skip Turn
Meteorain (6x Physical hits)
Absorb
Skip Turn
Combo x4 (Low chance to inflict Slow-Numb, Paralysis, Slow, and Death Sentence)
Phantasm (single-target, Hidden, inflicts Sleep/Silence/Dual-Drain)
Malkuth Shred (single-target, Debarrier effect, physical)
Skip Turn
Lifestream Ray (high non-elemental Magic damage to all)
[Repeats]

When he has been affected by 8 actions, Hojo will start to use Cellular Guard/MGuard, reset the counter, and then swap to the other when 8 more actions have been taken against him. Hope that helps, if not then I can prep a video showing a run-through of it.
 
I downloaded the new IRO today. I'll update the Catalog with it in the next couple days. Please wait :)
 
Well shit. Once again, apologies for any confusion or extra work I put on your plate.
 
I downloaded the new IRO today. I'll update the Catalog with it in the next couple days. Please wait :)
Cheers, Alyza; sorry for all the updates but it's almost finished 100%.

Well strawberries. Once again, apologies for any confusion or extra work I put on your plate.
It turned up a potential problem where the patches aren't explicitly stated to be only for the stand-alone installer (now I've got that warning above them); there's likely been at least few other people who have tried to install them when using the IRO version but not posted about it so that's that covered for the future.
 
hey sega chief

when i got to the part of when cloud jumped off the train to go to airbuster and when the texted came up to select jump down

the text is broken at the part of which cloud, tifa and barrent look down the hole at the train tunnels part
 
hey sega chief

when i got to the part of when cloud jumped off the train to go to airbuster and when the texted came up to select jump down

the text is broken at the part of which cloud, tifa and barrent look down the hole at the train tunnels part
Fixed it; the problem was caused by changing the names of the characters. If you have a long name it can break some of the text boxes when these names are mentioned; let me know if you encounter any more of these issues as there's likely still text boxes that haven't been adjusted to deal with max-size names.
 
Sega Chief, I found another dialogue typo. I meant to send this one to you awhile back, but it must have slipped my mind  :roll:


0d4ed221fb.jpg

Nothing major, just thought I'd let you know. I'm assuming he means excited right??
 
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