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

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in theory, each point should be 4%, making 63 252%,
At least that is what you'd think
63 in hex is 99 though
however, you cannot add actual hex values
this has led me to believe drop rates in PC are actually limited to the dec range of hex 00-63
this creates some very obvious problems because you're missing 36 total entries (0A to 0F, 1A to 1F and so on) of percentages for drops.
the available ones are 1-9, 16 - 25, 32 - 41, 48 - 57, 64 - 73, 80 - 89, 96 - 99
Or, if 63 is actually 100% and 01 is actually 2% (for whatever reason this seems possible, considering 63 is max and there has to be a way to guarantee a drop)

This is pure speculation but since the check runs on random0-63, this might very well be a problem.
That'd require some pretty bonkers programming.  Can you set an enemy to drop multiple items?  If so, it might not be hard to test.  100 samples should give a result that's within 10% of the set percentage.
 
There might be something in that. I've noticed that both the default game and the Hardcore mod seem to use certain numbers (8, 16, 24, 32 etc.) rather than just any number. And in the HC mod a Zemzellet uses 57 which is an oddly specific number (and they're all usually inside the number ranges you mentioned, Kuugen).

Sword, if you're still playing through the mod could I ask how often you're seeing item drops from regular enemies? I'm going to test some of the drops tonight to see how things are.
 
Haven't gotten to it in a while;  I'll pay attention next time I boot it up.
 
I can help too if you want even though it seems I'm not lucky on drops  :)

Pandora's box chocobo is working as intended but when you kill him, he just stands there doing nothing rather than casting Pandora's box I guess.

I beat Godberry but I don't think it was the intended way, I keep on casting Shadow Flare to bypass his high mdef.
I gave him some potions of all sort but didn't get any message telling me it was working.

KOTR boss goes 'Charging Mammom canon : 5' and does nothing. I gave up after 10 minutes of hitting for 120 damage.
 
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This maybe the dumbest question ever, but:
The "Aerith lives" part is optional, or?
 
I can help too if you want even though it seems I'm not lucky on drops  :)

Pandora's box chocobo is working as intended but when you kill him, he just stands there doing nothing rather than casting Pandora's box I guess.

I beat Godberry but I don't think it was the intended way, I keep on casting Shadow Flare to bypass his high mdef.
I gave him some potions of all sort but didn't get any message telling me it was working.

KOTR boss goes 'Charging Mammom canon : 5' and does nothing. I gave up after 10 minutes of hitting for 120 damage.
When the Yahcobo dies it's supposed to run off like a regular chocobo; there must be conditions where it won't do this for some reason. Same thing with Binah, there must be a kink in the AI that stops it working properly when you reach the third phase. For Godberry it's a specific item that'll lower his defence, but there's a trick to using that item on him in the first place. Shadow Flare and other defence ignoring attacks are the way around it. I'll try and have those other two fixed up by tonight.

This maybe the dumbest question ever, but:
The "Aerith lives" part is optional, or?
No, but I could make it optional with some work; I'd put a check similar to what the game uses for Yuffie and Vincent. That being said, Aeris' impact on the story is pretty much non-existent; it was done for gameplay reasons more than anything else.
 
:D Looks awesome there chief! Not to sound mean here, but you may want to find another way of patching the .lpg archives as it may cause conflicts with some mods.
EDIT: btw just tested it. Loved the 1st (mod) battle with Jessie.
 
:D Looks awesome there chief! Not to sound mean here, but you may want to find another way of patching the .lpg archives as it may cause conflicts with some mods.
EDIT: btw just tested it. Loved the 1st (mod) battle with Jessie.
No, you're right. I need a better patcher; I'm using a freeware one that's fairly robust but it just overwrites the entire .lgp rather than replacing specific files inside it. I'm going to put a 7H .iro together for it soon that'd only replace files that the mod needs to function but I'd need to package the scene + kernel separately unless there's a way to get it working with the wrapper.
 
You can also write a script that unpacks the LGP, replaces the files and repacks it (just unpack all the files in a folder, copy all your files in that folder, re-pack whole folder).
 
You can also write a script that unpacks the LGP, replaces the files and repacks it (just unpack all the files in a folder, copy all your files in that folder, re-pack whole folder).
I'd need to learn a programming language first, unless you're talking about 7H's .xml file. My friend sent me his e-books and notes on programming a few weeks back but I've not gotten round to them yet.
 
A simple batch script can do the trick. I'll even write it for you if you want, it's not that hard.
 
I also would like to know which field files are modified (without the Aerith revival mod - why even revive her you could make a replacement character for her).
At the moment toughscript can't work with the flevel.lgp. I had the similar problem with my German overhaul and could only solve it with Makou Reactor (export every field and then import every field in an unmodified flevel.lgp). I assume a tool had made dirty edits (Loveless maybe, Highwind for sure).
 
I also would like to know which field files are modified (without the Aerith revival mod - why even revive her you could make a replacement character for her).
I'll get a list to you by tonight, Kalderasha (I think I owe Alyza a list for it too). For a lot of fields the changes are superficial and unnecessary, but any field that can be accessed from Disc 3 will have had some more serious modifications to the way scenes work in order to accommodate three different party leaders (for a nightmare, check out the gondola script). And any scene after Disc 1 that uses your squad-mates will have had an addition to handle the possibility of Aeris being there, except for the majority of Highwind scenes. I've not used any other tool besides Makou for editing the flevel and it hasn't been de-compiled at any point, but there's always an outside chance I've used Loveless right at the beginning while I was transitioning to Makou.

As for replacing the character, I dunno if making a replacement is that easy. I could definitely do it with a 7H version of the mod, that'd be a piece of cake thanks to the tools, but getting the game to do it on it's own would need some kind of wizardry, not to mention it would have a much larger impact on the game's story to have a new character running around the place. I just wanted to give the player that extra 9th party member to make use of; this is all about mixing it up with monsters, rather than story but I took some care to keep the impact it had to an absolute minimum (hence air-sickness).

A simple batch script can do the trick. I'll even write it for you if you want, it's not that hard.
I'd really appreciate that; a few people were asking about mod compatibility in the YT comments of this vid's installation tutorial. I'm trying to get into programming, but time is quite tight between debugging/tweaking the mod, work, fun in the sun (sunny days are rare in Glasgow), and my PhD. How would the batch script work for distribution? Would the user need some kind of LGP tools on their side of things to use it?
 
Just getting a list of the fields together now. I'll try and leave a note for each quickly describing where the changes are.

FF7man, I updated the scene hotfix patch; I fixed Yahcobo's death counter (which should be him just running off like a regular chocobo) and I've re-done Binah's AI and tested him out. If you've killed everything else then should be on the home straight; I tested all the final bosses except Final Sephiroth when someone said Bizarro was crashing but turns out they had v1.0.5 installed.
 
I'd really appreciate that; a few people were asking about mod compatibility in the YT comments of this vid's installation tutorial. I'm trying to get into programming, but time is quite tight between debugging/tweaking the mod, work, fun in the sun (sunny days are rare in Glasgow), and my PhD. How would the batch script work for distribution? Would the user need some kind of LGP tools on their side of things to use it?
I'll include the LGP Tools in the program to make sure everything's there. I'll send you a first, quickly-coded version so you can see what I mean. Will make it better after.
 
Cheers, pal; that'd be a good frame of reference. I've been reading up on .bat files so I can maybe try a few things with the file you send, get myself a better understanding of how they're put together.
 
Just getting a list of the fields together now. I'll try and leave a note for each quickly describing where the changes are.

FF7man, I updated the scene hotfix patch; I fixed Yahcobo's death counter (which should be him just running off like a regular chocobo) and I've re-done Binah's AI and tested him out. If you've killed everything else then should be on the home straight; I tested all the final bosses except Final Sephiroth when someone said Bizarro was crashing but turns out they had v1.0.5 installed.
Thanks. It's FFman :)

Yahcobo flee correctly but nowhere in the fight he casted Pandora's Box.
The background from Binah's fight has disapeared, no sign of Byte and bit also but the fight ended without error.

Red crystal is not Autograph, it's Combat Diary. I edited it in my save because I was supposed to get it before.
I really like the bosses you've made out of Caith Sith.

I have learned Omnislash and got W-Summon but the Special Battle is not available.

There is no W-Magic materia ?

What left me to do :
- Beat Special Battle Square and get the prize.
- Beat Lost Number. I still didn't figure how to do it.
- Beat the last 3 bosses.
 
I'll move P. Box to Yahcobo's death counter script so he uses it at the end (but I'll have his AI reduce his magic stat first so it has less chance of wiping out the player without warning because of the defence-ignoring property).

I changed the background for Binah to the black one because it felt more appropriate, also his wings don't clip through the floor now. He'll summon the Byte and Bit if his general counter reaches a certain point (which is sped up if a Limit Break is used) but it sounds like he needs a bit of toughening up; he only has 200k HP at the moment which is half of what the Weapons have.

Looks like I got confused over those items. I'll make a list and double-check each one again. Special Battle should be unlocked once every character-specific sidequest has been completed. Reason is, there were variables attached to buying Omnislash and W-Summon (but they're not there now because those prizes were changed). The latest flevel patch should have that trigger. And W-Magic is the prize for beating the Extra Battle boss Abyss.
 
Hi Sega chief !. First, congrats for your modd !
I play with Gjoerulv hardcore Modd, cause I like die a lot of times and fight a lot for winng fights !
I would try your mod, but I fear about a too simple difficulty. ( I don't say I'm a pro, far of that ! ) But the 'standard' difficulty is so easy tha, I can't play like that anymore.
What about the difficulty of your mod ? between normal and hardcore modd difficulty ?
 
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