L
levantine
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Ahh that's it, i will try it later but i see wich option you speak about UpRisen ! I played a lot to this game, so during the speaking, i spam a lot the X touch for pass it as fast as possible x)
Thanks for the inconvenience of answering :lol:, The truth is that at the beginning Cloud was strong because I started climbing levels, but now that I'm on the 65th floor of Shinra HQ (First time) I have noticed that its damage is minor despite it has 2 levels more than the others, including magic attack, a doubt, in which turn is the skill activated? and what is the best weapon for normal attacks in early game for Cloud?Alot of weapons in New Threat give actual stats instead of just having high attack values. This tunes the damage down so you dont hit the cap early but still makes the characters very strong. If you think Cloud is weak because of his weapons then you either chose the wrong stat upgrades for the weapon you are using, or you just dont quite grasp the value of extra stats like + 10 spirit or dex.
So it may seem like cloud got nerfed, but actually hes been buffed pretty nicely. Hes the 3rd best character in the mod.
And what do you mean with: "then you either choose the wrong stat upgrades for the weapon you are using" ?Alot of weapons in New Threat give actual stats instead of just having high attack values. This tunes the damage down so you dont hit the cap early but still makes the characters very strong. If you think Cloud is weak because of his weapons then you either chose the wrong stat upgrades for the weapon you are using, or you just dont quite grasp the value of extra stats like + 10 spirit or dex.
So it may seem like cloud got nerfed, but actually hes been buffed pretty nicely. Hes the 3rd best character in the mod.
Those were my first mods. I went with the psx-style because I felt it was a better fit for the scenes, as the models, animations, etc. rely a lot on impressionism (as in, your brain fills in the missing details based on context).Hi, I would like to say that I like the addition of updated models in this mod. Barrett, Cloud, Tifa and Aerith's field models have some nice new features. However one thing that bothered me is the NPC's models, as said in the notes, you got rid of the gaping "O" mouths that they all have, which I am pleased about because they just looked out right creepy and stupid with those mouths. However, you also removed the mouths from the main characters, which I understand that maybe you're trying to give them the original retro Playstation look by simply giving them a blank mouth texture, but I honestly think you should just give them their mouths back since they had regular ones in comparison to the NPCs.
Also, while I was looking through the forums on the case of the NPC's mouths, I came across this thread: https://www.ff7catalog.com/threads/9785/ which contained a post from you back in 2013. You posted three different links, one that simply removes all NPCs mouths, one that removes all mouths from all characters including the main ones (which gives out the same look the models have in this mod), and one that simply gives the NPCs the same kind of mouths that all the main characters have.
This might just be personal preference, but I think you should have gone with the option of just giving the NPCs the same kind of mouths as the main character's field models have.
I know you may have other projects in the works, but if you ever plan to update this, do you think in the future you could provide an optional file that will give the main characters their mouths back and will also give the NPCs the same kind of mouths as them? Like I said, I understand that your maybe trying to recreate the original retro look of the PS1 release, but personally I think the models would look better if they just had the same kind of mouths as the main characters in a vanilla game. It'll make them look more unique if you ask me, instead of just having straight out blank mouths.
Thank you for taking the time to read this.
There are two potential causes, and both are pretty bad:hi guys, I just have a question.
I ended the v1.54, but I found no Enemy skill materia.
Is that normal? Did I miss it or it doesn't exist?
I think in the current build, whenever a Limit Break is used Cloud gets a boost to Strength and Magic; this wears off after a while and can then be triggered again by another Limit Break.Thanks for the inconvenience of answering :lol:, The truth is that at the beginning Cloud was strong because I started climbing levels, but now that I'm on the 65th floor of Shinra HQ (First time) I have noticed that its damage is minor despite it has 2 levels more than the others, including magic attack, a doubt, in which turn is the skill activated? and what is the best weapon for normal attacks in early game for Cloud?
So it may seem like cloud got nerfed, but actually hes been buffed pretty nicely. Hes the 3rd best character in the mod.
I think it's on Death Joker in the Crater, but the scene still lists it as Alpha. What the game does is, it checks the attack ID and if it's lower than a certain value it'll grab the info for the attack from the kernel instead of the enemy attack list. That means attacks can be changed in the kernel and left as-is in the scene. Usually I keep the two consistent for sanity's sake but I haven't done it this time.Where do I get the enemy skill that used to be Alpha since Alpha Zolom doesn't use that any more? The "where is the thing" file seems a bit outdated, e.g. still listing L5 suicide when that's been replaced with Quarry Fuse.
I tried looking around kernel.bin and it seems like "Alpha" was replaced with "Transfusion" but I can't find any enemies that actually have that skill in scenes.bin
I'll clean up the inconsistencies in text.
For physical attacks, Elemental materia is quite important as it'll double your damage. You can gain access to mostly all the elements early on as some were added to support materia; restore/life has Holy on it, Heal has Water element, etc. One thing to remember is that anything to do with Jenova will always be weak to Holy, large/heavy enemies will be weak to Earth, flying enemies will be weak to Wind, stuff like that. For randoms, Fire/Ice tends to work.
Yes I had to KO both of them.I'll clean up the inconsistencies in text.
As far as Defence goes, it seems to scale up and hits a tipping point of some kind. A character with 200+ defence becomes very tough to kill. The character AI currently doubles the held defence value so your defence stats are actually 2x what they would be in default (enemy defence actually does the same in default game).
When skipping the Nibelheim flashback, all the flags needed to obtain Elemental materia later on are flipped. He'll mention playing the piano during the whirlwind maze illusion.
Music has a few inconsistencies; I implemented it in a fairly sloppy way that breaks in scenes where multiple music tracks are used. I've tried to patch this up as best I can for the time being but will be sorting it out properly at some point in the future.
For physical attacks, Elemental materia is quite important as it'll double your damage. You can gain access to mostly all the elements early on as some were added to support materia; restore/life has Holy on it, Heal has Water element, etc. One thing to remember is that anything to do with Jenova will always be weak to Holy, large/heavy enemies will be weak to Earth, flying enemies will be weak to Wind, stuff like that. For randoms, Fire/Ice tends to work.
Buffing the stat up with armour/accessories can help as well. Physical builds can be really effective if you invest in them, so stick at it. At Gongaga you'll find Added Cut materia which can be great with a physical-built character as they'll be able to hit with Magic and follow up with a physical attack for potentially huge damage.
The Turks fight in Mythril Mines I think was altered so that only one of them had to be beaten to end the battle. Did you have to KO both of them?