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

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Hey Sega. Sorry to report another issue.

I am doing the dark cave side quest and have got up to the point where I fight the Guard scorpion. I am able to fight him as normal until his tail is raised, once it goes down again the game seems to hang. Everything is running but no commands or attacks are executed. I think my only hope is to try and kill him before he can raise his tail to avoid this crash.
 
I've caught these for 1.5; Vincent/Cait's innates were swapped, but the text wasn't updated in 1.4.
Gotcha.

Anyways, another minor problem with regards to text. You need to mess with the text box size for the "Ahh, but I already have" line Sephy has near the end of the Temple of the Ancients after it's been shrunk. That line is unreadable as-is. I'll keep doing my thing here and reporting anything that stands out in my play-through here incase someone didn't mention it before. ;D
 
(Steam Version)

I'm having an issue just before going into the Northern Crater / post-Hojo fight.

Just after Cloud and Tifa wake up they chat for a bit, then when Tifa is looking at the Highwind descending/Cloud is still sitting (she broke his crotch) a dialogue box for Tifa pops up and the game freezes, but doesn't crash/end the program.

This has happened on a clean install with the main file, then a clean install with the main file and the two hotfixes.

Just trying to get a screen shot with a clean install but it's quite time consuming cause I need to do the Hojo fight then all the pre-crater dialogue, not sure if it'll help as there's no sort of system/graphical event to show a specific error.

Any ideas, anyone?
 
A question about what stats do .. I just reached fort condor and I plan on power leveling a bit to gain some ranks (yes I love to grind  to reduce challenge .. sorry but its just one of my strategies.) so I am curious about which ways I should build my characters...

Firstly, ever since I started playing action rpg games.. i  changed the way I play all RPGs.... when I am given a choice.> i usually try to stack power on everyone and turn them into either power tanks or glass cannons....

dexterity ---> affects hit % and dodge % ... does it affect the frequency that characters get turns?
luck ---> how big of an effect does it have on critical strikes?

I am just trying to figure out whether I should Stack certain characters with strength +dexterity or luck) (if the character has that option.)

\\Cloud Rank Up Options//

Set #1: +10 STR/MAG, +5 VIT
Set #2: +10 VIT/SPR, +5 MAG
Set #3: +10 DEX/LCK, +5 STR
Set #4: +5 All Stats

Set # 1 seems to suit my playstyle.... however if dexterity affects how often you get to attack and luck has a big enough impact on critical strikes.. than Set # 3 may a good alternative.

\\Barret Rank Up Options//

Set #1: +10 STR/VIT, +5 SPR
Set #2: +10 STR/SPR, +5 MAG
Set #3: +10 STR/LCK, +5 DEX
Set #4: +10 MAG/DEX, +5 VIT

Set # 1 seems pretty good to develop Barret as  a Power Tank but again , Set # 3 may work as well if Luck + Dex have large enough impacts on Turn Speed and Critical Hits.
\\Tifa Rank Up Options//

Set #1: +10 STR/DEX, +5 SPR
Set #2: +10 STR/SPR, +5 VIT
Set #3: +10 MAG/DEX, +5 STR
Set #4: +10 DEX/LCK, +5 STR
Set # 1  looks right,  but Set # 2 may work if dex/ luck dont impact alot. and Set # 4 may be the better option if they do have a big enough impact.

\\Aeris Rank Up Options//

Set #1: +10 MAG/SPR, +5 DEX
Set #2: +10 MAG/DEX, +5 LCK
Set #3: +10 MAG/VIT, +5 SPR
Set #4: +10 STR/VIT, +5 MAG

Set # 4  is the only Style that suits me.

\\Red Rank Up Options//

Set #1: +10 STR/MAG, +5 DEX
Set #2: +10 STR/DEX, +5 SPR
Set #3: +10 MAG/DEX, +5 VIT
Set #4: +5 All Stats

Set # 2 Seems to be the only Style that suits my Method.


\\Yuffie Rank Up Options//

Set #1: +10 MAG/DEX, +5 STR
Set #2: +10 STR/LCK, +5 DEX
Set #3: +10 MAG/SPR, +5 DEX
Set #4: +10 STR/VIT, +5 LCK

Set # 2 seems to be the way to go unless Dex/Luck do not make a big impact.. in which case, Set # 4 seems like it would be a better option to provide yuffie with some defense.


\\Cait Sith Rank Up Options//

Set #1: +10 STR/SPR, +5 LCK
Set #2: +10 STR/LCK, +5 VIT
Set #3: +10 MAG/SPR, +5 LCK
Set #4: +10 MAG/LCK, +5 STR

Either Set # 1 or Set # 2 depending on the answers to my questions.

\\Vincent Rank Up Options//

Set #1: +10 MAG/VIT, +5 STR
Set #2: +10 STR/VIT, +5 DEX
Set #3: +10 MAG/SPR, +5 LCK
Set #4: +10 STR/MAG, +5 SPR

Set # 2 seems like the only Viable option for Vincent (for my playing style)

\\Cid Rank Up Options//

Set #1: +10 STR/VIT, +5 LCK
Set #2: +10 STR/LCK, +5 SPR
Set #3: +10 MAG/LCK, +5 VIT
Set #4: +10 STR/SPR, +5 DEX

Set # 1 / # 2 or Set # 4 all seem viable for El Cid.


In the end it really boils down to how big of an impact Dexterity has on Turn Order/Dodge% and Luck on Critical Strikes... so please get back to me about this as soon as possible.. I await your answers before I continue playing. :)
 
A question about what stats do .. I just reached fort condor and I plan on power leveling a bit to gain some ranks (yes I love to grind  to reduce challenge .. sorry but its just one of my strategies.) so I am curious about which ways I should build my characters...

Firstly, ever since I started playing action rpg games.. i  changed the way I play all RPGs.... when I am given a choice.> i usually try to stack power on everyone and turn them into either power tanks or glass cannons....

dexterity ---> affects hit % and dodge % ... does it affect the frequency that characters get turns?
Yes, I did nothing but buff Tifa's Dex and and strength and she was extremely fast. Her ATB bar filled much faster than everyone else's.

luck ---> how big of an effect does it have on critical strikes?
It has a great deal of an effect on crits, it also has an effect on hit rate kind of. The crit hit rate equations factor before the normal hit rate so if you are going to hit with a crit it's going to hit before their evasion is factored into it. (there's more to it I just know the basics) I think it also adds to your evasion as well.

I am just trying to figure out whether I should Stack certain characters with strength +dexterity or luck) (if the character has that option.)
A strength dexterity build works fantastically. I had it for Tifa and she absolutely demolished everything, but she was also quite squishy so I had to have a tank with Cover to protect her from attacks.

\\Aeris Rank Up Options//

Set #1: +10 MAG/SPR, +5 DEX
Set #2: +10 MAG/DEX, +5 LCK
Set #3: +10 MAG/VIT, +5 SPR
Set #4: +10 STR/VIT, +5 MAG

Set # 4  is the only Style that suits me.
From what I understand 4 works really well if you focus using her healing staves. The higher strength she has the more she will heal when she bonks a party member. The extra vit and magic will also make her be able to survive and still pull out some really damaging spells if need be. Course you can also just physically bonk people with her staves, that works too.

In the end it really boils down to how big of an impact Dexterity has on Turn Order/Dodge% and Luck on Critical Strikes... so please get back to me about this as soon as possible.. I await your answers before I continue playing. :)
Dex and luck are very noticeable in this. Especially the further on you get, and if you specify equipment that boost their already high stats. I planned on doing a Luck Dex build on Yuffie because she's already so fast and the extra dodge chance would compliment her passive quite well potentially making her into a Dodge Tank.
 
Yes, I did nothing but buff Tifa's Dex and and strength and she was extremely fast. Her ATB bar filled much faster than everyone else's.

It has a great deal of an effect on crits, it also has an effect on hit rate kind of. The crit hit rate equations factor before the normal hit rate so if you are going to hit with a crit it's going to hit before their evasion is factored into it. (there's more to it I just know the basics) I think it also adds to your evasion as well.

A strength dexterity build works fantastically. I had it for Tifa and she absolutely demolished everything, but she was also quite squishy so I had to have a tank with Cover to protect her from attacks.

From what I understand 4 works really well if you focus using her healing staves. The higher strength she has the more she will heal when she bonks a party member. The extra vit and magic will also make her be able to survive and still pull out some really damaging spells if need be. Course you can also just physically bonk people with her staves, that works too.

Dex and luck are very noticeable in this. Especially the further on you get, and if you specify equipment that boost their already high stats. I planned on doing a Luck Dex build on Yuffie because she's already so fast and the extra dodge chance would compliment her passive quite well potentially making her into a Dodge Tank.

Choices!

Thank you for the clarificatiom.... I am glad they have a noticeable impact...  If only there was a way to respec later on (or reset the ranks and begin fresh, even if you had to  start from rank 0 and work your way back up.. it would be cool to try out different builds on the same file.

either way I am glad that i have so much more different build choices (it will make  things a lot more interesting.)

Up nunti this point... My characters felt so weak doing only 100 - 200 damage from the beginning of the game until now.

The impact of these stats and build choices kind of makes me feel like I'm playing an action rpg ( where you could go for attack speed / Crit Builds and/or have dodge tanks instead of defense tanks


EDIT: I just completed the first condor battle..

2 quickies.


1 materia shop is still selling basic materia (your read me says hes supposed to sell more advanced materia.)
2 do you have a shop list  i can compare to make sure my shops are correct?


it has made me nervous to think that other shops are not stocking revised inventories.... :S

also .. are the junon leagues available on your first arrival or do you have to come back at a later time to access them.. they say im too grean at the beginners hall so I am guessing its because I have to come back later on (buggy\tiny bronco?)

2 more questions about costa del sol... (firstly wow I love the new scenes here... (and the restored content had an  awesome punch line.)

so yeah can you buy the villa  if you already spoke to the guy and didnt have enough money? (he only says is this some kind of joke now with no  choice to allow me to buy it...) (and do the items in the villa basement change if you buy it before opening them?
 
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also .. are the junon leagues available on your first arrival or do you have to come back at a later time to access them.. they say im too grean at the beginners hall so I am guessing its because I have to come back later on (buggy\tiny bronco?)

2 more questions about costa del sol... (firstly wow I love the new scenes here... (and the restored content had an  awesome punch line.)

so yeah can you buy the villa  if you already spoke to the guy and didnt have enough money? (he only says is this some kind of joke now with no  choice to allow me to buy it...) (and do the items in the villa basement change if you buy it before opening them?
The Junon Leagues are available once you get the Bronco. The Villa becomes purchasable once you have enough Gil. The Villa items, last time that I checked at any rate (so this 'may' have been changed, but I'm doubtful about it having been changed), remain as they are throughout the game. That said, once you buy the Villa, there is a chance NPC's will show up to hand off new items and all that, but it's been a long while since last I thought of that, so I've kind of forgotten what exactly they handed off to you when they show up. :shrugs:
 
The Junon Leagues are available once you get the Bronco. The Villa becomes purchasable once you have enough Gil. The Villa items, last time that I checked at any rate (so this 'may' have been changed, but I'm doubtful about it having been changed), remain as they are throughout the game. That said, once you buy the Villa, there is a chance NPC's will show up to hand off new items and all that, but it's been a long while since last I thought of that, so I've kind of forgotten what exactly they handed off to you when they show up. :shrugs:
Thank you for answering!


By the way SegaChief , I just reached gongaga and have my first complaint.>

i do not like the boxers with their chain bomb attacks... morphing them seems impossible.

got any tips? :P
 
Thank you for answering!


By the way SegaChief , I just reached gongaga and have my first complaint.>

i do not like the boxers with their chain bomb attacks... morphing them seems impossible.

got any tips? :P
Start with "Sleep" + "Slow" (and/or + "Stop"). Either items or magic that have those effects work best against them from what I've found. Then use magic and items to take down its HP to around the point where you can safely Morph it and it won't have enough time to knock away the entire party.


Anyways, odd details time. I'm on disk two, just got the Highwind, Tifa is party leader. Went into the Junon Mines just because. Anyways, when I got to the 'unique' save point there, I clicked on it, and Cloud's name and "What is this anyways?" line showed up.
 
Start with "Sleep" + "Slow" (and/or + "Stop"). Either items or magic that have those effects work best against them from what I've found. Then use magic and items to take down its HP to around the point where you can safely Morph it and it won't have enough time to knock away the entire party.


Anyways, odd details time. I'm on disk two, just got the Highwind, Tifa is party leader. Went into the Junon Mines just because. Anyways, when I got to the 'unique' save point there, I clicked on it, and Cloud's name and "What is this anyways?" line showed up.
Ahhh , yes I should have realized.. status effects are going to start becoming part of the strategies in later fights.. cant just mindlessly attack everything anymore.. I will be sure to put my materia thinking cap on for the rest of the game... :) Thanks for lighting the bulb with the tip :)


So  I have made a couple of observations.


Strength <---- Best Offensive Stat for Physical Based Builds
Magic <--- Best Offensive Stat  for Magic Based Builds.
Vitality <----  Great For Physical Tanks (Not Sure how many enemies use magic later in the game but trying to find a balance between Vitality and Spirit Seems like a Safe Bet.)
Spirit <--- Great for Magical Tanks (Seems more useful late game when enemies use stronger magic more often. Balance Between Vitality for Best Results.)
Dexterity <---- While it makes your ATB bar fill up much quicker... What I have noticed is that well.... no matter what your characters almost always onlly get 1 turn before the enemy gets to go... so really not as useful as I thought. Someone feel free to prvoe me wrong but from what I have gathered, I have never seen a character stacked with dexterity go twice before the enemy goes once.)
Luck <--- While useful early game, I find it also somewhat useless because end-game weapons all have 100% Crit (Plus you can craft the masamune which has amazing damage + Auto Crit)

So it seems like dexterity/luck builds are not as cool as I once thought.... (I could definitely be wrong though but for my current playthrough I have decided to avoid building dexterity\luck.

The best way to build characters seems to be to focus on strength or magic no matter what...  and raising vitality\spirit when possible.) (thats not to say you cant raise dex and luck using equipment but I would not focus on them.. they are truly secondary stats... wheras Strength\Magic are Primary Offensive and Vitality\Spirit are Primary Defensive


EDIT : Also for most random battles the extra atb charge speed is not really needed (or you can use sprint shoes once you get them unless they are not in this mod.)
 and for boss battles you can just all + Time and cast haste on all your party members .. as haste pretty much caps the atb charging speed.. well close enough that i  think difference between a hasted character with 255 DEX will not be much faster than a hasted character with 100 Dex Or less.


EDIT 2 : However Dexterity may actually be useful for dodge% .. i completely forgot that it affects your dodge rate.. although it only affects physical dodge.. not magical dodge.  Still alot more useful than I thought.. since most attacks  are physical (though like i said, Possibly Towards the end of disc 1 and or disc 2.. enemies may start using magic alot more often in the mod. im not sure.
 
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Ahhh , yes I should have realized.. status effects are going to start becoming part of the strategies in later fights.. cant just mindlessly attack everything anymore.. I will be sure to put my materia thinking cap on for the rest of the game... :) Thanks for lighting the bulb with the tip :)


So  I have made a couple of observations.


Strength <---- Best Offensive Stat for Physical Based Builds
Magic <--- Best Offensive Stat  for Magic Based Builds.
Vitality <----  Great For Physical Tanks (Not Sure how many enemies use magic later in the game but trying to find a balance between Vitality and Spirit Seems like a Safe Bet.)
Spirit <--- Great for Magical Tanks (Seems more useful late game when enemies use stronger magic more often. Balance Between Vitality for Best Results.)
Dexterity <---- While it makes your ATB bar fill up much quicker... What I have noticed is that well.... no matter what your characters almost always onlly get 1 turn before the enemy gets to go... so really not as useful as I thought. Someone feel free to prvoe me wrong but from what I have gathered, I have never seen a character stacked with dexterity go twice before the enemy goes once.)
Luck <--- While useful early game, I find it also somewhat useless because end-game weapons all have 100% Crit (Plus you can craft the masamune which has amazing damage + Auto Crit)

So it seems like dexterity/luck builds are not as cool as I once thought.... (I could definitely be wrong though but for my current playthrough I have decided to avoid building dexterity\luck.

The best way to build characters seems to be to focus on strength or magic no matter what...  and raising vitality\spirit when possible.) (thats not to say you cant raise dex and luck using equipment but I would not focus on them.. they are truly secondary stats... wheras Strength\Magic are Primary Offensive and Vitality\Spirit are Primary Defensive


EDIT : Also for most random battles the extra atb charge speed is not really needed (or you can use sprint shoes once you get them unless they are not in this mod.)
 and for boss battles you can just all + Time and cast haste on all your party members .. as haste pretty much caps the atb charging speed.. well close enough that i  think difference between a hasted character with 255 DEX will not be much faster than a hasted character with 100 Dex Or less.
I've definitely had Tifa go twice before a lot of the bosses had one turn, in normal battles not so much though.

Not every ultimate weapon is 100% crit chance. They all give 50 to your attack (i think) and then their special features boost your strength a lot, but they don't give you 100% Crit. Masamune is the the only one that gives both 50 attack and 255 hit chance along with Auto Crits.

While Haste is super good at making your characters faster, it also makes your Barrier and Mbarrier drain faster. It also effects other status effects like slow-numb and death sentence. I think it also effects dual-drain which is why Mustard Bomb does Haste + Dual-Drain but I might be wrong. Haste is a double edged sword in this mod cause especially for late game bosses you NEED to have Wall up constantly or you WILL get destroyed. It got to the point where I would cast slow on my team sometimes just to make sure I'll survive when I get hit with certain attacks.
 
I've definitely had Tifa go twice before a lot of the bosses had one turn, in normal battles not so much though.

Not every ultimate weapon is 100% crit chance. They all give 50 to your attack (i think) and then their special features boost your strength a lot, but they don't give you 100% Crit. Masamune is the the only one that gives both 50 attack and 255 hit chance along with Auto Crits.

While Haste is super good at making your characters faster, it also makes your Barrier and Mbarrier drain faster. It also effects other status effects like slow-numb and death sentence. I think it also effects dual-drain which is why Mustard Bomb does Haste + Dual-Drain but I might be wrong. Haste is a double edged sword in this mod cause especially for late game bosses you NEED to have Wall up constantly or you WILL get destroyed. It got to the point where I would cast slow on my team sometimes just to make sure I'll survive when I get hit with certain attacks.
So thats why my Barrier\MBarriers were going down so fast... I was wondering why I had to keep reapplying them so fast on bosses.. Good to know. Good to know!

I just performed further  testing by placing tifa alone in the party (No cloud or other characters.)

Your right that there are often times where tifa will go twice  in between the enemys attacks ... but in larger groups of enemies (or smaller sized ones.. the bonus will become less noticeable.)

as for dodge% ... same thing... smaller monsters tend to hit pretty often even when she has 113% Defense Rating (talking physical attacks.)

but medium size and larger enemies will definitely miss ALOT ...


and yes your right about luck... the ultimate weapons do not have 100% Crit rate.. only masamune which is a super end game crafted weapon.

so yes luck is still useful.. though there are some items that can up luck by quite a bit (compared to vitality\spirit )..


Dex\Luck Definitely works much better than I initially thought..

Dexterity wont make you attack 5 times in between 1 enemy turn but it does speed your character up and combined with the dodge% it provides its definitely very useful if that is your playing style.


I think the conclusion i have come to... is you can build your whichever way .. and you dont have to worry about being hampered too much....


Crit Chance = Luck\4   <--- Is this correct?

255 Luck = 63% Crit Chance?
 
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I was fighting Protoroth a few days ago, and I saw something odd happen. He used one of his magic attacks that turned Aeris into a Frog, and when I went to cast a spell, I noticed that Pearl was the only spell that she could cast. I know that Frog is supposed to disable magic and limits, so it seems a little weird. Is this supposed to happen??

On another note, in regards to the mod you're starting on for FF8, did you know there's an unused enemy called "Dummy"? Do you think that enemy can somehow be restored for the mod as an optional superboss or something?? Just an idea I had.
It just clicked there. Someone reported this before but I had no idea what it was. When you're a Frog, I think you can still cast the spell Frog to change yourself back...but Pearl replaced this spell and that's why it's still usable. Must be an index thing.

I dunno if Dummy is functional or not. I'll be focusing on just getting the framework of the mod together, so probably no new enemies for the alpha build. There's no model editor (that I know of) and the enemies use textures which makes things awkward. I can't just bolt and shape parts together like I do in FF7 with Kimera.
...have you thought about having some fun with that? Like a "Princely Frog" type enemy showing up at some point and throwing around "Pearls" at the party while asking for a 'kiss'?  :P

...oh dear, now I can't help but imagine this hypothetical enemy as Corneo reincarnated while it 'hits' on everyone there. :-D :P

...oh gods, Don Corneo died in Wutai. "Fused" 'reincarnation' is also a 'thing' in-setting. The Materia Cave in Wutai? It has a "Royal Presence" once you grab the Materia there. The joke almost writes itself. :-D :P


EDIT; Anyways, I've spent the past few hours messing around with Vincent, and spent some time thinking about what I've observed for my own plays with him here. First, the fact that his limits take so little to 'hit' a full limit gauge, combined with the reduction in weapons with 255% hit rate (and the one standard weapon with that being so 'late-game'), means I dislike using Vincent here in comparison to the other characters I have on-hand.

His limit breaks are situational, generally best served for helping get rid of random battle mooks, but the lack of control, combined with how easy his limits fill, combined with how unworkable "Deathblow" is, combined with the "Vincent Mug Glitch", well, all of that makes me pull out and use any other character available.

The only saving grace is his high magic stat, but Aeris and Cait Sith make much better casters here due to the equipment and innate's they have to use, and the random HP heals Vincent gets do not help with that. Vincent's magic is very strong, but I tend to only pull out magic with bosses and problem mooks, as I usually have neither the Gil or items to justify mass-spell usage for most random battles (though anywhere it speeds things up or helps me deal with problem enemies? Oh yes do I use magic en mass in those contexts). The other FF7 games where Vincent appears in them are not very useful for determining what I could suggest his "Innate" could be changed to due to the game-engine and equipment setup making the things that appeared in the other games unworkable ('controllable transformations' and 'high accuracy' for those wondering, which is not really feasible here).

That presents problems with using Vincent. I can't rely on him as a standard long-range 'fighter' due to his limit gauge filling so fast. He has some use as a Caster, but the other characters available are usually better due to equipment or innates, and Vincent's Limit Breaks are situational.

I'm finding it frustrating to find a setup that works well here with Vincent.

Above all, I think 'slowing down' how fast his limit break fills would alleviate most of his problems here. That said, there is a small thought running in the back of my head, wondering how Vincent's playability would change if we were to use his limit break as part of his innate. Like, perhaps by having Vincent's Limit increase his defensive stats, as one example. Make his limit break the hardest to fill, and make him harder to kill (more defenses) the more it fills up (thematically tying the nature of the creatures bound to him with the power it gives him the closer he is to 'unleashing' them). It would turn the weaknesses of his limit breaks into something of a double-edged sword there, and allow him usefulness in either a strength based or magical role setup without his "Limits" hindering things as much as they are doing as they currently are.


SECOND EDIT; Ok, I'm at Rocket Town, right before the launch. My party consists of Cloud, Aerith, and Cid. The Punmaster is doing his routine, but Aerith's field model is not showing up. I doublechecked all the other characters, and their field models appear in the room when the punishment begins, but not Aerith's.

So had to say something incase no one had said anything about that before.
 
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Ahoy Segabro!
Been having this FF7-itch for a while, that I've been wanting to scratch, but I'm trying to hold out for 1.5, any ETA on that? :>
 
Ok, I can't get the Zeigfried encounter to work right. Every time he shows up, the game crashes after the battle end. It doesn't matter which forest I fight him in either, it's the same thing every time. It's proving so damned problematic I have decided to just turn the random ninja encounter off entirely using the Black Chocobo program. I know it's glitching as it tries to load the 'next area' after that encounter, but nothing I have done has prevented it from crashing, and the Zeigfried encounter shows up too often in certain areas. :(

EDIT; Also, the first time I encountered him in the Junon Forest, he killed himself with Odin before the game then glitched. Every battle elsewhere in the world ran the same 'battle script', but Zeigfried never had enough Mana to summon Odin, resulting in lots of ": (" messages, followed by me killing him and the game then crashing. So yeah, something funny and in need of tweaking is going on there with that.
 
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I'll check out Ziegfried, but that scene should be functional. Maybe something's changed since then, or other mods are conflicting. I've taken a note of the other issues people have raised as well.

Ahoy Segabro!
Been having this FF7-itch for a while, that I've been wanting to scratch, but I'm trying to hold out for 1.5, any ETA on that? :>
I'm on the last 3 bosses; Synthesis, Bizz, and Safer. I've some time off until Saturday so I'll see about trying to finish it up, if possible, but there's some Arrange testing needing done.
 
I'll check out Ziegfried, but that scene should be functional. Maybe something's changed since then, or other mods are conflicting. I've taken a note of the other issues people have raised as well.
No other mods on my game here, just so you know. The only mod I 'want' to add is the 'always run' option, though I've held off despite the usefulness of it due to it apparently causing problems getting the wig during the squats minigame for the crossdressing scene.

And yeah, the 'first' time Ziggy showed up his battle script played like it should (Odin being summoned and all that), though I restarted the game once it crashed. After that point I avoided fighting him, but that 'lack of MP' thing happened near Rocket Town on disc 1 as well. So it's not just a "Disc 2" thing.

I'm going to turn the "Random Ninja Fight" check back on and test it in the 'still-remaining' Junon Forest to see what Ziggy does (am on disc 2 atm, with one of the Weapons about to attack Midgar). I'll report back after trying it a few times.

EDIT; Ok, I turned the ninja encounter check back on using the Black Chocobo program, and Ziggy does not have enough MP to do his tricks. Did it three times. All had the same response there with that.

Second EDIT; Also, you'll need to expand the "Billy" text box at the Chocobo Farm when choosing to "Ride Chocobos". As-is, the text is squished due to the text-box size.

Third EDIT; I think I have spotted an issue with Red's "4th" setup for increasing his stats. The text says "+5 to all stats except Luck". Well, I'm getting "10" Sources for every stat here. The reason I bring that up is all the other options offer 25 additional sources (55 total), while that option offers 30 (60 total).

Also, I had pretty much all of the characters stats SP/Rank Up's "Filled" long before I got the last Mega-materia. SP is being handed out too easily here there with that.
 
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No other mods on my game here, just so you know. The only mod I 'want' to add is the 'always run' option, though I've held off despite the usefulness of it due to it apparently causing problems getting the wig during the squats minigame for the crossdressing scene.

And yeah, the 'first' time Ziggy showed up his battle script played like it should (Odin being summoned and all that), though I restarted the game once it crashed. After that point I avoided fighting him, but that 'lack of MP' thing happened near Rocket Town on disc 1 as well. So it's not just a "Disc 2" thing.

I'm going to turn the "Random Ninja Fight" check back on and test it in the 'still-remaining' Junon Forest to see what Ziggy does (am on disc 2 atm, with one of the Weapons about to attack Midgar). I'll report back after trying it a few times.

EDIT; Ok, I turned the ninja encounter check back on using the Black Chocobo program, and Ziggy does not have enough MP to do his tricks. Did it three times. All had the same response there with that.

Second EDIT; Also, you'll need to expand the "Billy" text box at the Chocobo Farm when choosing to "Ride Chocobos". As-is, the text is squished due to the text-box size.

Third EDIT; I think I have spotted an issue with Red's "4th" setup for increasing his stats. The text says "+5 to all stats except Luck". Well, I'm getting "10" Sources for every stat here. The reason I bring that up is all the other options offer 25 additional sources (55 total), while that option offers 30 (60 total).

Also, I had pretty much all of the characters stats SP/Rank Up's "Filled" long before I got the last Mega-materia. SP is being handed out too easily here there with that.
I think you aren't taking into account the 5 sources you get for every stat per rank up. You get 5 for each stat before you purchase a specific set.
 
I think you aren't taking into account the 5 sources you get for every stat per rank up. You get 5 for each stat before you purchase a specific set.
...did you actually read what you quoted? I already covered that. In case those numbers slipped you by though, I'll repeat myself.

Every "Base" Rank Up gives five sources for each stat. That's thirty total. The reason it's mentionable is all the characters get twenty-five additional sources on top of the base thirty (fifty-five total), but that option with Red is giving sixty sources total.

I'm halfway tempted to start up a new game and play for an hour or two in order to rank up to see if Cloud's similiar option is giving the same results.
 
I'm on the last 3 bosses; Synthesis, Bizz, and Safer. I've some time off until Saturday so I'll see about trying to finish it up, if possible, but there's some Arrange testing needing done.
Oh man, that's actually a lot closer than I expected; and arrange is making a comeback? My body is ready!
 
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