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

  • Thread starter Thread starter Sega Chief
  • Start date Start date
Status
Not open for further replies.
Oh, it's not 50% for the whole thing, it's roughly 50% for each round (except for the 1st one, which is high 90s). Each round is a copy of the 2nd round's script which is a 33% chance to either hit, match, or miss. The underlying gameplay mechanic of it is still quite poor (it doesn't matter, for instance, if you press the same button for the entire thing) but I wanted to at least fix the script and have it be feasible to win it. I guess it's like getting Heads on a coin toss 4 times in a row, about 6.25% (just over 1 in 20).
Thanks for the clarification. I appreciate that it wasn't left as original with a <1% chance, and respect the balancing, even if I personally still hate the randomness. (If I wanted 50% odds, I'd flip a coin, not play a random mini-game within a game that takes ~2 minutes per attempt, and in which I have to flip four heads in a row. I know I'd be in a minority opinion, but I would have favored increasing both the cost and odds of winning, so the expected value of GP is the same).

Sorry to be nitpicky, but in your Features Overview document, could you adjust the wording from "50% chance of winning all rounds" to "50% chance of winning each round"? That's why I had gotten confused.

Thank you again for the great mod. I know these posts highlight bugs, and I just wanted to remind you that overall it's been a great and smooth game. I've only personally found one issue, and and I'm up to the Temple of the Ancients.
 
Before the Yuffie fight, your party is forced to be Tifa and Aeris, but Red XIII and Barret aren't unequipped.  It was a bit tricky to get through without any of my support magic.
Will add unequips there but you can transfer Materia between characters using the Exchange option in the Materia menu.

when i change the input default keys in game then what ever guide chat message shows up to press a "key" to do something it shows empty text instead the "key" name for some reasons
The symbols used to represent keys are static characters and shouldn't be affected by your actual keybinds; what may be causing them to become invisible is a conflict with another mod. If you're using ESUI, then make sure to use the one that's by itself (should be called Enhanced Stock UI rel-2) and not the one held within the Qhimm User Interface IRO as this one is older and does not have NT compatibility).

Ah, two questions before I get around to updating my own files.

Any known crashes in the current patch I should be aware of so I won't stumble on them playing the game normally-ish? (like not going outa my way to make bugs occur or find crashes) I tend to go for long swathes between saves.

And two, are there any enemies capable of casting Magic Breath in Northern Crater at the end-game? My last save file missed it because the only things that could cast it were in the Gaia mountain caves just before you reach the Maze. At that point though it was strong enough to wipe my party so I tried to prevent it being casted. So it locked my file out of being able to 100% the game without sacrificing a mountain / gold chocobo just to get back to the cave.
I'm about to update the mod to enable Type B and with some fixes/adjustments in about 2 hours so we'll see where we are after that for current known issues.

Parasite enemies are able to cast Magic Breath in the Crater.
 
The symbols used to represent keys are static characters and shouldn't be affected by your actual keybinds; what may be causing them to become invisible is a conflict with another mod. If you're using ESUI, then make sure to use the one that's by itself (should be called Enhanced Stock UI rel-2) and not the one held within the Qhimm User Interface IRO as this one is older and does not have NT compatibility).
http://prntscr.com/tteiu8
This is what I am using which one do I need to remove?
 
A minor thing I may have found is that Lv.2-1 Limit Breaks (aside from Cait's) refuse to unlock no matter how many enemies I kill. I'm not entirely sure how many enemies Cloud and Barret have slain, but I would've thought I'd have Cloud's 2-1 Limit by now (just finished the Wutai side segment). Cait's Lv.1-3 Limit also refuses to unlock, even though I've used his 1-2 Limit at least 6 times by now. I'll keep working at unlocking them, since it's entirely possible I haven't hit the kill/limit uses mark yet. Is there an ingame way to see how many enemies each character has killed?
 
http://prntscr.com/tteiu8
This is what I am using which one do I need to remove?
Replace the User Interface - Qhimm Catalog with the ESUI Enhanced Stock rel-2 IRO; the option for ESUI in the User Interface Qhimm Catalog is out of date and has no NT support.

A minor thing I may have found is that Lv.2-1 Limit Breaks (aside from Cait's) refuse to unlock no matter how many enemies I kill. I'm not entirely sure how many enemies Cloud and Barret have slain, but I would've thought I'd have Cloud's 2-1 Limit by now (just finished the Wutai side segment). Cait's Lv.1-3 Limit also refuses to unlock, even though I've used his 1-2 Limit at least 6 times by now. I'll keep working at unlocking them, since it's entirely possible I haven't hit the kill/limit uses mark yet. Is there an ingame way to see how many enemies each character has killed?
One way to check is with the black chocobo save editor which records character kills. Current kills needed for 2-1:
Cloud 180
Barret 120
Tifa 120
Aeris 100
Red XIII 100
Yuffie 100
Cait 6
Vincent 6
Cid 50
 
One way to check is with the black chocobo save editor which records character kills. Current kills needed for 2-1:
Cloud 180
Barret 120
Tifa 120
Aeris 100
Red XIII 100
Yuffie 100
Cait 6
Vincent 6
Cid 50
Goodness, that's a lot of kills for 2-1 Limits (aside from Cait's, Vincent's, and Cid's) lol
I had checked the Respectable Inn in Junon for the Limit Unlock requirements, and it said 90 kills were needed for Cloud's 2-1 and 180 for 3-1. If those are wrong, you might want to update their dialogue to reflect that.
 
Goodness, that's a lot of kills for 2-1 Limits (aside from Cait's, Vincent's, and Cid's) lol
I had checked the Respectable Inn in Junon for the Limit Unlock requirements, and it said 90 kills were needed for Cloud's 2-1 and 180 for 3-1. If those are wrong, you might want to update their dialogue to reflect that.
Will do.
 
That's 2.0.6 up; Type B is unlocked and the fixes/adjustments below were applied.


V2.0.6 - 3/08/2020
*) Game Type B Enabled
*) Midgar Raid: Placement of Rude could cause a sotflock under certain conditions.
*) Costa Del Sol: Vincent was visible before his recruitment in the Villa basement.
*) Aeris: Added some animation files to the char.lgp for Installer version.
*) Shinra HQ: Some text box alignments & animation speed settings.
*) Sector 5 Slums: Shorten Wait on scripts for Sector 5 Slum vendors.
*) Wonder Square: If you buy Materia before weapon then weapon can't be bought.
*) Source System: Randomiser toggle would lose sources when checking stats in menu.
*) Fort Condor: Teleport NPC wasn't being enabled at start of Disc 2 under certain conditions.
*) Respectable Inn: Tetx updated with accurate kill count needed for 2-1, 3-1 Limit Breaks.
*) Ying/Yang: Softlock when attacking Ying with Magic.
*) Unknown2: ???? Needle set to reduce target's HP to 1 instead of MHP - HP difference of Unknown2
*) Unknown3: Creepy Touch set to inflict Paralysis instead of Imprisoned/Ejected.
*) Materia Cave: Changed Gold Flare animation.
*) Sample HO512: Can now be hit with Gravity-based attacks
*) Sample HO512: Changed animation of cloying breath
*) Aeris: Healing staves have been given the ignore-defence property.
*) White M-Phone: Extra slot added, Triple Growth set.
*) Black M-Phone: Extra slots added.


Type B has some fairly heavy event editing in there that lives alongside the vanilla events, so I recommend that you save often and use a new save slot when you do (so you can revert to an earlier save if something goes awry).
 
if dont mind asking i know you were trying ot do something with yuffies innate prior to release of b, is she ready to go by chance? :( ...
 
if dont mind asking i know you were trying ot do something with yuffies innate prior to release of b, is she ready to go by chance? :( ...
Nah, I couldn't get it to update an enemy's gil after the initial *2 for some reason. I'll have to come up with something else.
 
I forgot to set the bloody fight in one of the Type B things; it won't block progress, but it will be a bit strange to fight 2x MPs out of the blue. Will quickly update; sorry everyone.
 
Awesome, time to play... tomorrow, since it's almost midnight here. :'>

Congrats again for the release, I'll look out for glitches as I play.
 
has anything changed in the Kernel or Battle.lgp from 2.05 to 2.06?
for 2.05 i have edited these files to my liking. can I drag and drop them to 2.06 or would you recommend i re-edit the 2.06 files?
 
has anything changed in the Kernel or Battle.lgp from 2.05 to 2.06?
for 2.05 i have edited these files to my liking. can I drag and drop them to 2.06 or would you recommend i re-edit the 2.06 files?
You should be fine sticking with the 2.0.5 scene + kernel, the changelog has a list of alterations made. I'll filter the list here:

Scene
*) Ying/Yang: Softlock when attacking Ying with Magic.
*) Unknown2: ? ? ? ? Needle set to reduce target's HP to 1 instead of MHP - HP difference of Unknown2
*) Unknown3: Creepy Touch set to inflict Paralysis instead of Imprisoned/Ejected.
*) Materia Cave: Changed Gold Flare animation.
*) Sample HO512: Can now be hit with Gravity-based attacks
*) Sample HO512: Changed animation of cloying breath

Kernel
*) Aeris: Healing staves have been given the ignore-defence property.
*) White M-Phone: Extra slot added, Triple Growth set.
*) Black M-Phone: Extra slots added.
 
Got the vending machine, still trying to replicate the dressmaker pause though. Just to make sure; it's the old guy wearing the flat cap while he's in the store right? Is he behind the counter or by the dress rack at the time?
I don't remember who it was exactly; actually maybe it was the daughter not the dressmaker. They were standing in the middle of the dress shop when I spoke to them, after speaking to the dressmaker in the bar.
 
I don't remember who it was exactly; actually maybe it was the daughter not the dressmaker. They were standing in the middle of the dress shop when I spoke to them, after speaking to the dressmaker in the bar.
Cheers for the info.
 
Not sure if I did something wrong, but went throught the Ancient Forest, and instead of taking me to the cave it took me back to the world map
 
Parasite enemies are able to cast Magic Breath in the Crater.
I'll keep it in mind then because v1.5 document says they can cast it to but they don't. I just setup Aeris to Mega-All party with a healing rod to just afk and bait it and when I came back it wasn't learned at all. Manipulation didn't hold fruit for it either.

So for version 2 I'll just have to wait and see for myself if I miss it in Gaia again.
 
I forgot to set the bloody fight in one of the Type B things; it won't block progress, but it will be a bit strange to fight 2x MPs out of the blue. Will quickly update; sorry everyone.
have you fixed this now?

will you be able to release a separate mod for just changing the MENU,OK, CANCEL and SWITCH, to △, O, X, and ▢ please?
was looking for ps buttons just the other day. was awesome to see it implemented with this mod.
 
Status
Not open for further replies.
Back
Top