[FF7PC] Nightmare 7 - Total Game Conversion (1.02)

  • Thread starter Thread starter Tenko Kuugen
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Oh, the difficulty part extends to the end of CD1 and balancing it, changing the items everywhere and so on took quite a long time. New scenes and minigames end with midgar thoug
good to hear people actually feel accomplished getting through Midgar
 
Tenko?

At the first save point in the first reactor...  it says 10 hidden items, does that mean  there are 10 hidden items up until that save point? as in 10 items in reactor # 1 up until you fight guard scorpion? I only found 6 i think , maybe 7... 

im not asking where the items are...  i just dont want to leave reactor # 1 if im missing some hidden items since i cant come back so would you mind please telling me about this thank you very much.

also i have encountered the bug that causes the counter to reset for your hidden items # collected.
so the bug is true.
 
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there are 9 items before the save point and 1 after the save point.
what are the details of the bug? because that really shouldn't happen anymore.
 
oh maybe i have the wrong version installed ? i have the version that came with tifas torrent for bootleg 0040

its the same one with the infinite megalixir in the room before the save point.


as for the bug..  maybe it has to do with either getting them out of order  .. like getting the 9th one first and the 1st one 9th..

or maybe it has to do with getting infinite megalixirs bug from the room before.. maybe those two bugs are relative?
 
oh maybe i have the wrong version installed ? i have the version that came with tifas torrent for bootleg 0040

its the same one with the infinite megalixir in the room before the save point.


as for the bug..  maybe it has to do with either getting them out of order  .. like getting the 9th one first and the 1st one 9th..

or maybe it has to do with getting infinite megalixirs bug from the room before.. maybe those two bugs are relative?
i dont know what version the torrent comes with but thats not the latest version, more than likely.
And the out of order doesn't matter
the megalixir should use a different bit than the hidden items so I don't think they are correlated at all.
 
I have another bug to report, this one being a bit more serious. When fighting the Materia Keeper in Mt. Nibel caves, it gives a CTD anytime he uses a particular ability. I am pretty sure it's happening when he uses Gamma, as I've seen his other abilities cast with no CTD.
 
hm, thats very weird. ( and obviously not supposed to happen )
I'll check this right away ( scene.bin fixes are easy to do )

do you have any other mods installed? becuase other than the name, Gamma uses the exact same data as the vanilla Trine
do you have any other gameplay mods installed?
To narrow this down, try saving before him, make a backup of your scene.bin ( in ff7->data->battle )(scene.bin.backup) and then put the vanilla scene.bin there and see if it still crashes.
what attacks specifically have you seen that do NOT crash?
also, do you have the latest core files? ( see page 1  of this thread )
 
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No other mods, gameplay or other have been installed. Just the pre-requisites for Nightmare to function correctly. I have seen Big Horn, Hell combo and his "auto-attack" All without crashing. I just assumed it was Gamma causing it as I remember most times he casts it very early in the fight, and I can't fight more than 2 minutes before a crash. I do have the latest available core files. I will try to replace scene with vanilla and see what happens.

*Edit: Seems there is no crash when using the original scene.bin
 
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thats odd. I have an idea what might cause it though

edit: hmmmm its not the main AI
there goes my idea
its weird because I played through that battle just fine.
he also has Cure 2 ( in vanilla ) and cure 3 in N7 but it would be weird if thats the crash... he generally casts cure before gamma and the attack IDs are correct

btw, bootleg should install the prerequisities automatically. the manual install is somewhat iffy iirc.

it could be the physical or magic counter script although they shouldn't cause a crash...
is there anything specific you do before it crashes? physical attack? magic attack? or does it randomly crash when he does something?
if replacing the scene.bin solves it, it must be either Cure or one of the AI scripts... very odd...
 
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Odd. Maybe it is because I did a manual install, unsure why but when I used bootleg to install it froze / crashed after the intro video.  I have tried using both only magic and only physical, also just tried only chucking items such as shrapnel.

If it is working fine for you, I wouldn't pay anymore mind to it (unless the problem persists for others of course). I just broke down and used Hojo to change his HP to 1 so I could get passed the fight, though I despise having to cheat =/.

Thanks for looking into it, now I believe the issue is caused by a manual installation.
 
if you use the full flevel there shouldn't be any issue when starting a new game.. nor when you use the slim one

have you seen it cast a healing spell? because that could be the other cause of the crash
 
I am using the full fLevel, not the slim one (tried both). I could not figure out why bootleg caused said crashes.
To reply to your inquiry, No I have not seen Materia Keeper cast any spells. I've only seen Big horn and Hell combo("auto attack" as well). It always seems to happen after keeper uses big horn, but right as his next turn happens.
 
so it crashes when it uses magic. huh.
So if replacing the scene.bin help, it must mean that Cure causes the crash? i just have no idea WHY it would do that.
i mean, if the spell works fine for YOU it should also work fine for the enemy since the scene.bin pulls player-usable spells the monsters use directly from the kernel and not from the scene.bin
if nobody else ever reports this, I have to write it off as a fuzzy install
 
Yeah I would just have to say it is caused by a fuzzy installation. Thank you for looking into it, I appreciate your efforts.
 
well, I put the mods together so its my job to deal with possible and found bugs
 
Were you saying that  the torrent should or shouldnt contain the latest version?


And the bug with materia keeper, i  remember getting this crash a long time ago and i was not even using your mod at that time so i am quite sure it has to do with another mod, not yours...

 i am also quite confident about my memory but mistakes can be made and i may be wrong but i am probably not.. and the materia keeper crash i think has nothing to do with your nightmare mod.. directly.


IamJob you have directshow or whatever the codec that ffvii requires installed right?

if you dont, fmvs will usually crash the game but you say it was crashing after the intro fmv played so i guess i cant help you with that problem than ... sorry


P.S. Does Expl Plus Materia work any differently in the nightmare mode? i noticed if 3 people have exp plus that none of them will get the diplsayed bonus experience but they will all get slightly higher than normal.

whereas with one person equipping exp plus, the other 2 members get full bonus exp but the one with it equipped does not...... strange isntt it?
 
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I heavily doubt the torrent has the latest flevel

I wonder what the problem with the Materia Keeper is then. I mean, it cant be a vanilla issue so I really wonder what mod could be causing it.


I'm slightly confused by the exp+ materia now.
at lvl 1 and 2, it should be 10% extra, at lvl 3 it should be 20% extra and at master ( lvl 4 ) it should be 30% extra
I know this stacks until the cap, which I forgot how high it was. the display info of the materia is probably wrong.
 
I heavily doubt the torrent has the latest flevel

I wonder what the problem with the Materia Keeper is then. I mean, it cant be a vanilla issue so I really wonder what mod could be causing it.


I'm slightly confused by the exp+ materia now.
at lvl 1 and 2, it should be 10% extra, at lvl 3 it should be 20% extra and at master ( lvl 4 ) it should be 30% extra
I know this stacks until the cap, which I forgot how high it was. the display info of the materia is probably wrong.
ah well perhaps the bug is caused by not having an updated flevel?

the experience given is proper , for example .

enemy A gives 100 exp without bonus exp
with expl plus it will display enemy A gives 150 exp but my characters will get 110 exp.

this is if all 3 characters have an exp plus equipped ... (i still dont know why it displays 50% bonus exp given when its just 10% :D)


let me make sure about the other part of the bug .. maybe i made a mistake somewhere with my math.

ill test some more  to see if the 2 characters without exp plus are indeed getting more experience than the character using  one exp plus.


gonna install the updated flevel (nothing else needs updating?)  now maybe that will fix the exp plus bug..


btw sorry for all the criticism and bug reports... and no praises..

your mod IS good.... very good ,  it breathed the exact kind of fresh air i was looking for... loving the new features and difficulty...
 
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the experience gain is not related to the flevel at all. this is all in the kernel.

>enemy A gives 100 exp without bonus exp
>with expl plus it will display enemy A gives 150 exp but my characters will get 110 exp
You are getting the correct amount of experience. I haven't found the display data to change it but 110exp is 10% more than you normally get and that is normal while you have one exp+ with 1 star or 2 stars

I actually don't remember if you need exp+ on every character. someone else would need to answer that. But I THINK you don't.
 
Says "please insert ff7 game disc 1, 2, or 3 and try again .. ugh confused
 
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