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Messages - Sega Chief

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26
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2023-10-16 21:25:31 »
Howdy howdy~

I was thinking of doing yet another playthrough of this, but I thought I'd ask and see if there's any particularly large or important content updates coming any time soon first, just in case.

Nothing major in the works atm.

Hey folks. I'm trying to troubleshoot a new threat 2.0. I've played it before but for some odd reason, the seventh heaven mod doesn't seem to recognize it. Here's what I've done so far.

I've uninstalled/reinstalled the mod through seventh heaven.
Uninstalled and reinstalled Seventh heaven.
Ran only New Threat 2.0 but the game doesn't recognize or prompt me to select my game mode.

I can get a New threat 1.5 to work through Seventh Heaven, but I'm having no luck with 2.0. Can anyone help point me in the right direction to fix this?

There was an issue I've just sorted where the mod.xml was wrong, causing the mod to not be activated. It should be resolved now (v2.099972).

27
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2023-10-08 22:40:55 »
Mod updated to 2.09997, and the Combat Only version was also updated (within the IRO catalog).

Patch notes
Spoiler: show

2.09997
*) Materia in North Cave Left-Down path that required to be picked up during a jump sequence can now just be picked up from the ground
*) Adjusted conditions for Biggs, Wedge, Jessie to not be visible on the train during Type B
*) Added information about the buggy when acquiring it, including that it can be boarded onto the Cargo Ship in Costa Del Sol.
*) Added an opportunity to save the game after Reactor No.5
*) Adjusted Cait's appearance condition in Costa Del Sol to prevent him appearing before recruitment
*) Changed triggers for examining the vent in the train tunnels; an issue where the Type A route could be blocked under certain conditions
*) Fixed an issue where an item could be picked up repeatedly from Floor 65's conference room
*) Removed debug NPC from the Highwind
*) Morph damage modifier changed to 30% of regular attack damage (credit to PostScriptThree)
*) Bottomswell range-row set to normal

28
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« on: 2023-10-08 14:39:00 »
The quote function only goes back so many posts, so-

@Dorklord

1. I'd add a rename for red XIII but I think doing so resets all their spent sources, so it can't be done safely

2. That ribbon is the only one available in the game; the NPC on the highwind was a debug NPC that used to fix problems that came up, and I left that one on there for a long time as players would sometimes not get the outcome they wanted. I'll be removing it from the next upcoming patch though.

3. Fort Condor rewards are a bit odd; the script is a bit jumbled and I think it starts to repeat rewards at some point.

4/5. I'm going to try lifting Morph damage this patch, PostScriptThree located the modifier for it.

6. I adjusted selling prices recently but I thought all those weapons were locked to the north crater; I think it should be fine though so I'll leave it as is.


@Kevinhb7p
If it says Magic, then it's using the magic damage formula and should use the Magic stat.

Sega chief,

Thanks so much for making such an awesome mod, I played it through a few months ago and loved it!

Spoiler: show
 Earlier today I showed it to a friend that speedruns the game and we tried guard skip in it. I love the weird extra scene that plays when you meet aerith ‘it begins’ but I was wondering if there was anything else to expect along with it? I was coming up with all kind of theories about how there might be a ‘snowgrave route’ with dialogue/events in sector 7 slums potentially changing due to events at reactor 5 (cloud not being present) going differently. But it didn’t look like anything else was added. Is this right? (Before I spend hours trying to work out the cryptic message!)

We made it back to 7th heaven after the tournament but the only thing that seems to change is a buggy situation where Tifa is present near the bar and talking to barret soft locks the game. You can still continue by meeting Marlene though. FYI: we took the 1.5k payment previously before doing the skip 


Not much happens with that, it was just to mess with the player a bit.


***
I've taken a note of the bugs, etc. people have mentioned and the documentation link being busted; will have these within the new patch.

29
power ,magic sources etc work fine  in this mod or is disabled?

I checked, and it looks like they're still available to use and can still be obtained from enemies.

30
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« on: 2023-08-23 18:11:14 »
2.09996 is up:

Spoiler: show
2.09996
*) Fixed issue where some fields had a corrupted tilemap (unused chunk), which would affect non-7h users
*) Descriptions of 'Blocks KO' changed to 'Blocks Insta-KO'
*) Fixed text strings and updated changes to the triple slots option (IRO only)
*) Made the junction in Junon weapon raid as Barret less easy to escape from (disabled walkmesh triangles for left/right exits)
*) Cleaned up key pickup during gas chamber scene (Type B scene remnant)


If there are any instances of fields not loading, let me know; I can at least fix them now.

31
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« on: 2023-08-23 15:25:08 »
I've identified the source of the crashing fields and why it was likely only affecting the installer variant and not the 7th heaven one. Will update the mod in a patch later tonight and explain what it was (in short, one of the unused chunks in the field had gotten massive in size, likely an error when the file was being saved where excess data was stored to it).

32
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« on: 2023-08-23 11:34:26 »
.

Bit disconcerting that the exit points would end up like that for those screens; I'll take a look at them.

Updating the Mod: The new version of the mod (2.09995) has retired the installer and is now distributed as a folder that you need to drop into your Final Fantasy VII installation directory. This should help avoid issues with corrupted fields or screens. You can simply replace your existing mod files with the new version's files by overwriting them.

New Random Encounters: The mod's creator mentioned that there weren't many new random mob encounters added in version 2.0, unlike version 1.5. You mentioned encountering Ziegfriend outside of Fort Condor, which might be one of the new random encounters. It's possible that there are other new encounters you might come across.

Morph Damage Reduction: The Yuffie's weapon "Conformer" is mentioned as a weapon that can override the 1/8 damage reduction from the Morph command. Using Conformer might allow you to deal full damage when using the Morph command.

Casting Esuna for Sadness Alignment: The spell Esuna is used to cure various status ailments such as Sleep, Poison, Confuse, and more. It doesn't cure Sadness alignment. Sadness alignment is a status that reduces the damage you take from physical attacks. To remove Sadness, you can use spells like Tranquilizer or items like Remedy.

Whirlwind Maze Issues: The mod creator acknowledges a few issues with the Whirlwind Maze section of the game:

The green wave element on the second screen might have a visual bug where it's jittering left and right, making it difficult to dodge.
The win fanfare doesn't play after dodging battles on all three screens; the battle music continues until you're back on the field screen.
Cloud getting knocked forwards instead of backwards when hit during the dodging sequences.
Junon Escape Key Issue: In version 2.09992 of the mod, there's a change to combine Type A and Type B routes in Junon, but the key part of the scene from Type B wasn't removed. This led to inconsistencies in the key retrieval scene. This issue was likely addressed in version 2.09995.

Progression Block Issue: A player reported encountering a black screen issue when entering a loading zone after defeating Jenova Death, handing over the Black Materia to Barret, and saving the game. The mod creator noted that there were issues with corrupted fields in the installer. In version 2.09995, the installer has been retired and replaced with a simple folder-based installation to address this issue.

Not sure what this post is, a summary of previous questions and replies? The scene inconsistency with the key during the junon weapon raid is still there, it's a leftover from the Type B route that I'll clean up for next patch. The whirlwind maze screen seemed to still be crashing for non-7h users so I imported a copy of the field from an older build of the mod and updated the 2.09995 installer/drop-in with it.

While this method did work for Wonder Square and Chocobo Square, it didn't seem to work for Whirlwind Maze for a user that I was doing tests with; importing a vanilla field screen didn't seem to fix it either and testing with their save file didn't replicate the freeze on my end. I'll probably bring the installer back as it doesn't seem to be responsible for the intermittent field-screen problems after all, but the actual cause is still unknown. I'll probably do a fresh install of the steam version and try running the installer against it, maybe there's something from 7h or FFNx running in the background when I play via Steam that's preventing the crash for whatever reason.

33
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« on: 2023-08-21 00:47:31 »
Quick question. Am I the only one who's having trouble installing v.2.0.9995? Until now, I was updating my old version in the FF7 SYW launcher with the installer. Since copy-pasting the 2.0.9995 files makes the entire launcher crash, I changed my steam game's language to English and tried updating it with the new process (dropping the contents of the new threat folder directly in my install directory), but it keeps starting the Vanilla version of the game...

I uploaded an installer here, with the fresh import on the whirlwind maze field: https://mega.nz/file/boMjTZYS#i1Vzu07SFArJ864lKr-xU5PQxnsFL8eTQ_fSF2KNAWA

I have a question that I'm sure has been asked before in this thread, but it has so many pages to it that I don't think I'll be able to find it by manually searching, haha.

Loving the mod, been looking for something that gives a reasonable increase to the difficulty and when I learned about the Type B playthrough and the scenario changes it makes I was eager to give it a shot. I just beat the Jenova fight in Northern Crater in disc 2, and I was wondering what the music that plays in the boss fight is. I'm very familiar with FF7, or I'd like to think to seeing as how I've played it since I was a kid, but the song sounded unfamiliar, and scanning through the official OST didn't yield results. I'm probably just missing it and it's super obvious, but what's the title of the song, and can I listen to it on YouTube since it's a total banger?

I think it's the one that plays during the North Crater field screens, Judgment Day I think: https://youtu.be/kqIJqvMqLTQ

34
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« on: 2023-08-20 21:12:14 »
If I put the Cursed Ring on Tifa, when the timer counts down her innate is activated, as expected. However, this happens even if I cast Death Force on her: not sure if that's intended. Also, after that she can't be Death Sentenced anymore.
(Edit: I was assuming Death Force would protect against the Cursed Ring's effect, but I just found it doesn't)

Aeris can use Cid's Scimitar. It's pretty cool, but I'm not sure if that's something you did intentionally.

I confirm that the path on the bottom right isn't blocked off, although I didn't explore it so I never found the bug Vineos did.

There's some strange interactions between tifa's innate, death sentence, and I think Death Force but it is what it is.

Yeah, I set Aeris up to use some of Cid's later weapons so she'd have a few extra.

I'm trying to figure out the path thing atm.

Hi Sega,
Got another question on 1.5. Is there a 1/35 Soldier item questline here? I saw a few posts about these items being the only possible missable items in 1.5 so just wanted to be sure.

I don't think there is.

Quick question. Am I the only one who's having trouble installing v.2.0.9995? Until now, I was updating my old version in the FF7 SYW launcher with the installer. Since copy-pasting the 2.0.9995 files makes the entire launcher crash, I changed my steam game's language to English and tried updating it with the new process (dropping the contents of the new threat folder directly in my install directory), but it keeps starting the Vanilla version of the game...

I guess there's something different with how the installer interacts with the files vs. the direct transfer; if I had to guess, it's maybe the .EXE files. Swapping to direct file transfer I don't think sorted the issue out anyway, as I had to do a fresh import of the whirlwind maze field anyway, so I'll return the installer and just do a field import for any other screens that are busted as they appear.

35
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« on: 2023-08-19 23:14:15 »
It should be in either:

\FINAL FANTASY VII\save

or for Steam:

E:\Documents\Square Enix\FINAL FANTASY VII Steam\user_xxx

The contents of those folders should do it, then I can have a look.

As for transferring it over, anything like google drive, mediafire, mega.nz, stuff like that where it can be uploaded. Or via discord if you have that (my handle on there is 'segachief').

36
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« on: 2023-08-19 23:00:00 »
Thanks for that, really. Meanwhile I tried several things:

Deinstalled everything, reinstalled Vanilla, played through the scenes that caused blackscreen. Saved at the first available Crystal. Installed mod again. Could play until Barret, aeris and cait sith are heading for the Airport, but leaving the execution section makes barret become invisible and after the elevator animation (the one that goes diagonally) nothing happens, no blackscreen, this time, but no control either

I also found settings in steam that let me install the English version. So i repeated all steps again, since I guessed, that all the trouble comes from using the german version. but once again, same issue. Diagonally Elevator is the roadblock. Maybe this information helps to triangulate the error source?

Btw sry, if I don't use correct terms from time to time. I'm not a native english speaker.

And even if I repeat myself, thank you so much for your efforts and for this great mod

You may need to send me your save file, it might be that playing through vanilla during that segment has left something set wrong but I don't know. I'll need to test through that section with the save file to try and replicate it.

Actually, when you say the diagonal elevator do you mean the one on this screen?


Or the ones found within Junon, because the diagonal elevators within Junon aren't supposed to be reachable.

The sequence of events is supposed to be:
1) Barret and co. leave the media room, the door is locked.
2) You head back up to the room where Heidegger and Rufus are, with the routes leading outside blocked off by a script
3) You interact with some computers in the control room and then fight some of Rufus' soldiers
4) The player is moved outside and meets Yuffie, then they head on to the airport and ride the lift up
5) Gas room scene plays.

If you reached this screen (or the other one with an elevator on the other side), then it'd explain why Barret turned invisible; this is supposed to be inaccessible to him:


If that is the case, then head this way instead; the routes with a red X are supposed to be blocked off by a script:


37
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« on: 2023-08-19 21:46:02 »
Hi again,

I went through all the steps mentioned in the install instructions including the checklist where I start a new game and check for the reactor bomb. So far so good, but when I load my 44 hour file, which I want to continue, i have the same problem. Blackscreen after leaving the screen after defeating jenova death. Background noises still playing. And I was so excited, that the new game worked. I am desperate. Please, some other idea?

And thank you very much, I didn't expected such a quick response.

I'll try what worked for wonder square & chocobo square before and import a fresh version of that field from an older build, bit baffled it's not working as I tested it out.

Edit: I updated the manual install version with an flevel that uses a freshly imported version of that whirlwind maze field from an older build. Hopefully that resolves whatever is going on with it: https://mega.nz/file/24lQxA4Q#3_W7JfIsKAInc1C-Rtx_FwhoNyHjTO5PxSjI03nKUEE

38
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« on: 2023-08-19 15:15:46 »
So, will the new version also fix the Whirlwind maze issue? And in order to update the mod, can I download the newest version and patch my already patched game? Or do I need to uninstall everything before? I'm really ignorant when it comes to this kind of stuff, sorry.

Yeah just patch over the top of what you have; I've retired the installer due to the field screen issues so now all you do is unzip the folder and drop the contents into the FF7 install directory; you'll get a message about merging/overwriting files, just confirm and it should be good to go.

Thank you! That helps!

Also a few small questions:

1. is there a list by chance of new added random encounters? Example:Ziegfriend outside of Fort Condor. I am using an excel spreadsheet of all monster list for steal/morph/etc for your Mod but Ziegfriend was not listed. So I just want to be sure I dont miss any other amazing fights!

2.Are there any weapons that override the 1/8 damage reduction from morph? Or would mastering the materia get rid of the reduction?

3.I was casting Esuna to get rid of the sadness alignment but it kept missing. Is that correct?



I didn't add many new random mob encounters for the 2.0 build (1.5 had a bunch but these were removed for space).

I think Yuffie's conformer can override it.

Yeah, Esuna covers the following: Sleep, Poison, Confu, Silence, Frog, Mini, Petrify, Berserk, Paralysis, and Blind.

I found three weird things on Whirlwind Maze, in the parts where we have to dodge the elements to skip a battle:
- on the second screen, the first one with the green wave, said green wave was spazzing out making it impossible to dodge: it was pretty much stuck in the middle of the screen jittering left and right. It might have only been a visual bug, I couldn't say.
- on all three fights (yeah, I dodged 0/3 times) the win fanfare didn't play but the battle music kept going until I was back on the field screen
- this was probably intended as a QOL change, but in case it isn't, getting hit knocks Cloud forwards instead of backwards

Also, during the Junon escape, the new scene where the Shinra trooper notices he's dropped the key and retrieves it plays, but then when the gas started pouring in the key was back there, and in the end I had to do the key minigame with Tifa, so I don't know what's up with that.

I wanna say this mod is fantastic. I had played an older version of NT several years ago but only got up to the Midgar escape and it was a blast. This new NT2 is even better. While I'm not finding it nearly as hard (even though I'm playing with hard mode on) all the changes you've done are exceptional. It's like if FF7 had an Arrange mode.

There's a thing with the game where the animation for it can get a bit messed up; best thing to do is leave and then return to reset it. And yeah, I changed it to knock you through the wind rather than back.

For Junon, starting from 2.09992 I've changed the scenes there to combine the Type A and Type B route into one, but I must have forgot to remove the key part of Type B's scene.

Hello,

first: I am amazed. I found out about this mod via twitch stream. I had to get it right away. After some difficulties with installing the mod (because I use steam and german version) I jumped in and lost myself in the game

Now I beat Jenova death and morphed her. Battle ends, Black Materia handed over to Barret. Saved and wanted to proceed, entering next loading zone leads to black screen every time. Reloading and restarting PC doesn't solve the problem. Is this a known issue? And if so, is there a work around or anything? I would really love to progress through this awesome mod!

Thanks in advance.



There's an issue with the installer where some fields seem to be getting corrupted; so as of 2.09995, the installer has been retired and it's now just a folder that you drop into the install directory (some instructions have been added to the download for it). Hopefully it should fix the issue and allow you to progress.


***

2.09995 released, patch notes below:

Spoiler: show

2.09995
*) Fixed oversight where the main party against Bizarro would be reloaded for the Safer fight
*) Kernel text issue where Hellfire had become appended to Diamond Dust
*) Talisman adjusted to have effect of +35 Spirit & Luck
*) Issue where game type would swap to Type B during Mythril Mines
*) Issue where 1/35 soldier item in Nibelheim could be picked up repeatedly
*) Installer retired due to unpredictable field corruption issue; direct merge now being used


So two major things to mention;
1) The installer has now been retired and replaced by a simple folder that you drop into your install directory. There were instances of screens not working correctly after using the installer that I couldn't replicate on my end, but which were affecting multiple users in the same places. The new one is a lot more direct and should avoid this issue.

2) During testing, I left a variable switch to try out the Mythril Mines Type B encounter that was added for 2.09993. Unfortunately, I forgot to remove this and so everyone who has played through the mod since that version has been swapped over to the Type B route after this point of the game, regardless of which Type they selected at the start. You may notice that most bosses are different to their originals as a result after this point of the game. This is fixed as of 2.09995 but affected games will still be on Type B; sorry about that.

39
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« on: 2023-08-18 13:47:23 »
is this the FFNx.log ?
[00007640] [BATTLE] Scene# 489
[00007640] [BATTLE] Exitting FRAME_INITIALIZE
[00007886] [BATTLE] Begin main battle loop
[00020818] WM_CLOSE
[00020818] [BATTLE] Entering FRAME_QUIT
[00020818] [BATTLE] endof battle.
[00020818] [BATTLE] Exitting FRAME_QUIT
[00020818] Field Quit
[00020818] MIDI stop
[00020818] - OK
[00020818] resetting MIDI driver volume
[00020818] - OK
[00020818] UNINITIALIZE DD

Doesn't seem to be much info to go on. I'd try a clean reinstall of FF7, but beyond that unsure what the issue could be; I wasn't able to replicate it on 7h or Steam.

Sometimes when I use Cid's Big Brawl limit he attacks causing no damage or even displaying it, when it's over my party wins even when the monsters are still on screen.

This issue affects FF7 on PC in general from what I remember, the attack doesn't have the animation data set correctly or something so enemies react to it strangely (similar to Vincent's mug glitch I think where one of his battle models will cause the next animation to skip when Mug is used). There's not much I can do about it unfortunately as I'm not too familiar with the animation structure.

Hi! I've recently started playing New Threat 2.09993 Type A and I'm having a blast, but I've encountered a major bug that probably won't let me progress through the story. The game softlocks whenever I enter Chocobo or Wonder Square; not the actual first screens that you can access from the station (I can enter those two just fine), but the areas where chocobo races are held and where all the minigames are, respectively. At first I didn't give it much thought because I believed that you didn't need to access those two areas to advance through the story, but I've just remembered that you actually have to when chasing Cait Sith during the date, so I don't think I will be able to go past that point in the story. Is there anyway I can fix this?

There's an unknown issue affecting the installer version where some fields are crashing when entered; for the 2.09994 build I imported fresh fields for those two screens from an older build which seemed to resolve the issue, but I'm being told that there's another later on in the whirlwind maze (3rd wind screen). My plan is to retire the installer and replace it with something more direct but for now updating to 2.09994 should fix those two screens.

Hi!

I'm playing Type A and just reached the Mythril Mines where I ended up fighting Reno as a boss. From what I remember from version 2.0.9991, shouldn't Rude and Elena be here as bosses in Type A instead of Reno? EDIT: Playing the 7th Heaven version just to be clear.

I think I added a Reno encounter there for Type B, but seems it's being used for Type A by mistake. I'll review the code and fix it.

Hi Sega!

I wanted to ask if there is a better breakdown of the differences between 1.5 and 2.0? Or at least a full change log for 1.5? I remember there being a guide with changes per each area of the game. Any help is appreciated!

Only thing I can really offer is to compare the 1.5 documentation to the 2.0 documentation:
1.5: https://mega.nz/file/C5VAHAZJ#ek2yQaCGtMhABm6HEAj-4M-PiQhC5ELlmEknOEcuciQ
2.0: https://mega.nz/file/Kt1xkZTJ#eq4TQ-4S_ptw6v1zOnJstMLPyFFlBlshbG49tdV1o7Y

I never really kept a proper changelog for 1.5, and when I redid everything I didn't document the changes going from 1.5 to 2.0. Broad strokes is a bunch of content was either revised or cut, event scripting revisions, redid encounters & character/equipment balancing.

40
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« on: 2023-08-14 16:40:20 »
hey, i just recently started playing new threat and i was wondering, is there a text doc or something along those lines for help in finding the ultimate weapons/lv4 limits? i would very much appreciate any help in that regard.

also how do i get rid of the two shinra troops in the airships chocobo pen? that was kinda getting to me a little too

There should be a doc in the documentation called Item & Materia placement that can give a general rough idea of where to go for each thing (if it's from an enemy, it's listed as a Drop (D), Steal (S), or Morph (M).

I can add an option to kick them out or something.

umm.. im playing this 2.0 mod now but im stock in jenova birth boss after it uses the propagate skill nothing happens it misses.. then u cant do anything else u can pause it but atb doesnt move cant atk or anything .. ive watch some yt vids its suppose to summons some tentacles things ..ive taken off all mods and left only new threat 2.0 still da same

I did a test and they spawned in, so my best guess is that something's persisted in the install that's interfering with it. You might need to try a fresh install of the game to make sure any other mods that were being used haven't left permanent changes. Either that or it's maybe something like the FFNX build maybe. Something that might shed some light on it is the log file as that might pick up on issues: in the FF7 install directory, look for an APP.log and a FFNx.log; might be something in these that pinpoints what the issue is (can use pastebin to pass the contents in here).

41
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« on: 2023-08-13 12:16:24 »
Alright. I've been killing myself for days now and I can't find an answer. How do I unlock the level 2 limits? I've been progressing through the story and massacring enemies left and right, but I can't unlock the level 2 limits.

Edit: Never mind. Once I posted this, I went ahead and continued killing and then unlocked them...holy crap...

Yeah, it's the same process as vanilla game with slightly different values needed. List is below:

Spoiler: show

Cloud
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 120 kills
Lv.2-2: 5 uses of 2-1
Lv.3-1: 240 kills
Lv.3-2: 4 uses of 3-1

Barret
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 90 kills
Lv.2-2: 5 uses of 2-1
Lv.3-1: 180 kills
Lv.3-2: 4 uses of 3-1

Tifa
Lv.1-2: 8 Uses of 1-1
Lv.2-1: 90 kills
Lv.2-2: 6 uses of 2-1
Lv.3-1: 180 kills
Lv.3-2: 4 uses of 3-1

Aeris
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 80 kills
Lv.2-2: 5 uses of 2-1
Lv.3-1: 160 kills
Lv.3-2: 4 uses of 3-1

Red XIII
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 80 kills
Lv.2-2: 5 uses of 2-1
Lv.3-1: 160 kills
Lv.3-2: 4 uses of 3-1

Yuffie
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 80 kills
Lv.2-2: 5 uses of 2-1
Lv.3-1: 160 kills
Lv.3-2: 4 uses of 3-1

Cait Sith
Lv.1-2: 3 Uses of 1-1
Lv.2-1: 6 kills

Vincent
Lv.2-1: 6 kills
Lv.3-1: 12 kills

Cid
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 40 kills
Lv.2-2: 4 uses of 2-1
Lv.3-1: 80 kills
Lv.3-2: 4 uses of 3-1


***

Mod updated to 2.09994, patch notes below:

Spoiler: show

2.09994
*) Kernel strings corrected ('Materia born', etc.)
*) Revisions made to some Turk steals (Mythril Mines, Pillar, Church)
*) Added a failsafe to Holzoff save point
*) Reimported older fields (2.094) for Wonder Square & Chocobo Square (attempting to resolve unknown crash on Installer version for those two screens)
*) Resolved softlock in Weapon Raid where Yuffie as a reporter would collide with Barret when trying to 'join' the party
*) Fixed issue where Cloud would not be re-added to the party after Battle Square when not the party leader

42
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« on: 2023-08-11 13:44:06 »
Every single time I level up a command materia to max I get "{BOX:RED} Limit Break" and the steam achievement "master materia". It doesn't seem to have any affect on gameplay it's just annoying. https://imgur.com/a/3mXmNnS

It looks like some of the text strings in the kernel have been messed up; I'll sort that out.

Hello again Sega Chief.

Well, if a need more comments to start sending messages I take this chance to give you tips:

I´m already finish 2.0 twice and I found something that could be interesting for you:

Spoiler: show
There is a way to break the game:SPOILERS

Spoiler: show
In resume "Sneak attack": I used these formulas in my second gameplay, quick example:
Ultima+Sneak attack+Ultima - Sneak attack+KHOR+MP Turbo - Comet+Sneak Attack+Comet
Kjata+sneak attack+Bahamut - Neo Bahamut+Sneak Attack+Ramuh - Shiva+Sneak Attack+Ifrit
These combinations could use in the two rows of every character.
I beat all the new bosses that have the "Limit 4" with these formulas, in some cases only need one character to win the match. I don´t know if I´m going to regret to tell you this because is an easy way to finish the game (Even Sephiroth in his two forms) but I asume that a solution could be this:
Sneak Attack - One Star (Like the Summons of this version)


My list of suggestions (Whishes) for the Type "B" - Hard mode:
- At he begining of the game (First scene) could be useful find this accesory: "Cat's Bell" - Would nice to steal it from one of the soilders, I never use this accessorie but in this point of the game would be awesome.

- Again, at the begining of the game would be nice to find a reward of gil (Maybe from the soldiers...again) something like: "165 giles", like a little help to buy "Steal" materia at the begining.

- One purple Materia: Strenght Plus or something like that, a materia to increase the Strenght, One Star, at least one.

- I reached level 99 but it was difficult (At least for me) to have 9999 at least with two characters, so, I suggest to add a second "HP Plus" or this idea: Items in the field (Very hide), rewards after win mid-bosses/bosses-battles, some examples:

- Potion+           (Increase the HP by 45)
- Potion++         (Increase the HP by 85)
- Potion+++      (Increase the HP by 255)
- Potion ++++   (Increase the HP by 460)
- Potion +++++ (Increase the HP by 875)

The same idea could by apply for MP.

- More items in the field, there are a lot of empty spaces.

Tiny Bronco and Highwing:
- The are a lot of empty islands, so, would be nice to reach one new city/village/reactor when you get the Tiny Bronco and the same idea with the Highwind.

- Turks:
Everything is right with them but at the begining of the game the items that we can obtain from them (Using "Steal" Materia) are kind of poor (At least in my opinion).

Well, that´s all. Thank you for reading me and I hope this help you in some way.

* Sorry for my poor english.


Are these setups using triple slots? Balancing-wise, I'm probably not going to change the base mod around it; would rather hear about what OP things people cook up.

I can add more gil and extra stuff to start of Route B, sure. And I'll see about adding some additional things to the various field screens; I added a bunch of new things for the 2.0 build, but I guess some more wouldn't hurt too much.

Adding new towns, etc. is beyond me I'm afraid.

I can review the steals from the Turks and make them a bit better; won't be as good as the original (Ziedrich for instance) but can perhaps give them stuff that's a tier ahead of what's current at the point of the game they're fought.

43
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« on: 2023-08-09 00:04:21 »
Hello Sega Chief.

I don´t know what is happening but I can´t send you messages. Yesterday I found another issue: There is an error in the text when you use Knights of Round.

By the way right now I finished the game, my save files would be still useful?

Messages I think unlock after X amount of posts.

Yeah the save files would still be handy for testing. I'll check into the KOTR text, the pointer for the text maybe got mucked up again as it's the very last one in the file (I think).

Indeed I enjoyed it.

Also, I've encountered a bug during the Junon Weapon Raid. When I have only Barret and Cait Sith in my party, during the encounter with Yuffie. At one point, when Yuffie is supposed to move, she remains blocked by Barret's sprite and the game is softlocked. It happens after Cait Sith says: "They stopped us from getting to her. We'll need to try again later..." Yuffie then starts walking, and is blocked by Barret's sprite.

I tried two more times by having Barret arrive in a different part of the screen, but the bug happened each time. Does anyone else encounter the same problem?



I'll sort that out tomorrow and have a patch up.

44
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« on: 2023-08-08 10:42:09 »
I'll ask them about it.

I wasn't able to replicate the first issue at Gold Saucer, but I did see the 2nd issue at Whirlwind Maze; I've implemented a fix and will update the mod tonight along with some other fixes.

Another user reported the same bug, but frustratingly I'm still unable to replicate on either 7h or using the regular installer via Steam in either of those rooms. Were there any other mods being used or have other mods been hard-installed in the past? For next patch I'll take copies of the 2.09992 fields and import them over in case there's some corruption or similar happening there.

.

Glad you enjoyed it; I'll see what I can do with the suggestion for post-altar scene, adding dialogue itself isn't tough but it's more of a case of finding where its a good place to put it, and sometimes scenes need adjusted or added to fit it.

45
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« on: 2023-08-06 20:35:12 »
Hello Sega Chief.

I´m new here, in fact this is my first comment. First of all thank you for this amanzing mod, I love the idea to keep Aeris alive, this was the principal reason to played your mod, I hope that you continue working on it. I found some issues:

- I can´t upgrade Red-XIII values after the battle againts Jenova and Sephiroth (Disk two after the Ice mountains).
- I have enable "Voice Attacks" by "Cosmo Memory" but in this exact place Aeris changed her voice and use Barret´s.

Well, that´s it for now, once again thank you for this amanzing mod. Please, let me know if I can send you suggestions here in the comments or by PM.

* Sorry for my poor english, I just studied basic long time ago.

Could I get a copy of your save file? I'm unsure what would cause one specific character to be blocked on SP upgrades.

I think for the cosmo memory issue, you may need to talk to the author of that mod as I don't know much about how it functions or why there would be such an issue like that occurring.

46
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« on: 2023-08-04 17:16:45 »
Have update to 2.09993:

Spoiler: show
2.09993
*) Fixed oversight where Tifa & Cid aren't visible during Whirlwind Maze scene, causing softlock
*) Hid a 1/35 soldier item available in Nibelheim during the flashback
*) Fixed Ultima Weapon always missing (flag normally used by revive effects enabled by mistake)

47
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
« on: 2023-08-03 10:19:07 »
I'm using the Combat Mode version of New Threat 2. I would like to ask if there's a Black Chocobo save editor modified in order to treat correctly the new additions reported in this mod, and if not, if you have informations about the possibility, for the creator of the editor, to support it in the future.

Thanks.

I'll ask them about it.

Hi,

Been playing through and enjoying it so far. However I've got to report some errors.

Playing with the standalone installer.
-Entering the area in Wonder Square with the minigames, as well as the Chocobo Square lobby throws unknown exceptions. I depatched to progress through the Cait Sith chase figuring there wouldn't be anything to miss with no issues.
-Post Jenova-DEATH during the scene with the Black Materia, Tifa's model doesn't appear, causing a softlock.

Thanks for your work.

I wasn't able to replicate the first issue at Gold Saucer, but I did see the 2nd issue at Whirlwind Maze; I've implemented a fix and will update the mod tonight along with some other fixes.

48
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
« on: 2023-08-02 01:43:18 »
Sorry if this has been answered before but when I equip the ultima weapon cloud always misses. Is this intentional or could I have installed it wrong? Love this mod, but being essentially unable to use a weapon is a pain. Help is appreciated thank you.

I checked and it seems that a flag was enabled by mistake, the 'Miss if not dead' one used by revive spells. I'll need to do a patch to sort this out.

Also tells me game was not started with new threat 2.0 installed the first time I save despite having it installed

This occurs if either the kernel isn't patched (which is unlikely as you have that bug with the Ultima Weapon) or if the player starts from a non 2.0 save file in Reactor 1 instead of a new game. If you did start from a new game, then I'll take a look into the logic that checks for this.

I'm working on trying to install this on Steam Deck with whatever UI mods can work along with it and I'm trying to rule-out what's an issue with 7th Heaven, what's an issue with other, and what's an issue with Steam Deck. I'll try installing on PC first. I'm wondering if folks could recommend some accompanying graphical mods.

I remember I couldn't figure this out when I played 1.5 back in 2020 and enjoyed with vanilla graphics, which was still fun, but thought I'd ask. Maybe another place is more appropriate to ask.

I'm not familiar with Steam Deck I'm afraid; we have a qhimm discord that might be able to help though (if you're not there already: https://discord.gg/eXkP8Jev)


49
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
« on: 2023-08-01 02:12:18 »
Hello Sega;

thank you for the great mod!

I did, however, stumble across two things I don't know whether or not they are intentional:

1) 1/35 Soldiers: There's one in
Spoiler: show
Nibelheim
that can be picked up
Spoiler: show
during the Kalm Flashback.

Is this intentional?

2) It seems that
Spoiler: show
Midgar Zolom
is not immune to
Spoiler: show
the Mini Status.

I tossed a LV Suicide at it (which works regardless of level in your mod) and came to the hilarious effect that
Spoiler: show
a shrunk Zolom, still considerably larger that any character, inflicted a measly 1 point of damage with its bite.

Needless to say, this makes the battle considerably easier - intention or oversight?

Cheers, and once again: Thank you!

Nibelheim pickup wasn't intentional; it slipped my notes I think or my fix didn't work.

As time passes it gets more difficult to say what was intentional or not in the battles; I reckon it is though as it'd be a good incentive for getting L4 Suicide and I was focusing a lot on making stuff you get be useful for something that comes a little later (for instance, the Black Veil item in Junon helps in the Jenova BIRTH boss fight as it blocks instant-KO on one character).

50
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
« on: 2023-07-29 18:04:45 »
What's to gain from completing all the Fort Condor stuff?  I feel like I've done so many at this point and it's such a boring minigame.  I'm a bit of a completionist but I don't think I can do it anymore. 

Everything from it can be acquired elsewhere; it's typically weapons that are a tier ahead of what's available at the time, items, stuff like that. Doing all of it without a battle lost gives an extra Masamune that can be equipped on any character but this weapon can also be acquired by giving materials to the weaponsmith who lives in the blue house on the world map near Gongaga (Disc 3).

***

Mod updated to v2.0992, patch notes below. This update has some extra IRO options available which can be configured in 7th Heaven.

Spoiler: show
2.09992
New IRO Options
*) Relax Mode: Applies the following parameters-
   Enemy HP, Strength, and Magic reduced by 10%
   Enemy Level reduced by 20%
   Enemy Defence & Magic Defence reduced by 30%
   EXP & AP received increased by 20%
   Gil received increased by 50%

   Other Adjustments:
   Steal rates for weapons in the North Crater increased
   Attacks for certain bosses adjusted (some status ailments removed, base power reduction, etc.)
   Some boss parameters and AI manually adjusted (speed nerfs, etc.)

*) Struggle Mode: Planned for a future release (will replace Hard Mode)

*) Triple-Linked Slots: Materia slots with 3-linked slots can be used.
   Requires PostScriptThree's IRO to be active and to have the 'On' setting.

Enemy Changes & Bugfixes
*) Removed element from Aurora Fence (Whirlwind Maze boss) to prevent an unintended status flag switch and made the attack more consistent with the version used later (albeit weaker)
*) Changed Morph for Lost Number's Magic Form from Enhance Sword to Crystal Bangle
*) Changed Mustard Bomb's animation (original had no audio)
*) Defence & Magic Defence nerf for enemies in Gelnika, Ancient Forest, Midgar Raid, and North Crater (including Disc 3 extra bosses)
*) Corrected AI text for Emerald Weapon (was referring the 1.5 enemy name, Carmine)
*) Kimara Bug given check to not use Stop Web if only one active character (for Battle Square encounter)
*) Issue where Senior Grunt could try to attack before assigning an attack ID to its variable (produced 'out of MP' message)
*) Targeting issue with Maximum Chimera's Dusty Gale counter (and renamed to display [Counter]
*) Issue where Malldancer would target its allies with Leaf Dance
*) Text issue on an attack in Special Battle
*) Name of Lusus Mark added with a space at the end to separate the A and B identifier
*) Incorrect name displayed in AI for Hurricanranu enemy
*) Rocket Buster boss HP & defences reduced
*) Elena's Light Curtain item renamed to Lunar Curtain
*) Changed Grenade Bomb animation for Train Driver enemy (potential softlock when Vincent transformation is pending)
*) SOLDIER: 3rd Stats tweaked (Air Buster fight & Floor 67 of Shinra HQ)

Balancing Tweaks
*) Kill requirements on Limit Breaks reduced for all characters

Spells
*) Renew: Base power doubled to 150, MP cost reduced to 45
*) Goblin Song now only inflicts Fury on enemies (30% accuracy reduction), revive effect removed
*) Comet & Comet2 base power reduced by 5 (25, and 22 respectively)
*) Base power of tier3 elemental spells and Planet/Contain elemental spells raised by 10
*) Osmose MP cost set to 0
*) MP Cost of Bahamut ZERO and KOTR reduced, base power of Bahamut ZERO and KOTR reduced
*) Typhon Materia erroneously had Gravity as its element instead of Wind
*) Ultima Materia changed to Hidden element (spell is still non-elemental)
*) Kjata Materia set to carry the Earth element
*) Updated Exp Plus and Gil Plus to display modifier bonus in their Materia description
*) Quadra Magic upgraded to Octa Magic

Materia AP Changes
*) All Materia: AP requirement for Master reduced from 100k to 25k
*) Command Counter & Magic Counter: AP requirement for Master reduced from 100k to 80k
*) MP Turbo: AP requirement for Master reduced from 100k to 90k
*) HP/MP Absorb: AP requirement for Master reduced from 100k to 10k
*) Sneak Attack: AP requirement for Master reduced from 100k to 25k
*) Added Cut/Steal: AP requirement for Master reduced from 100k to 50k
*) Steal: AP required for Master reduced from 84k to 12k
*) Sense: AP required for Master reduced from 84k to 5k
*) Flash: AP required for Master reduced from 50k to 15k
*) Throw: AP required for Master reduced from 90k to 35k
*) Deathblow: AP required for Master reduced from 100k to 70k
*) Manipulate: AP required for Master reduced from 100k to 25k
*) Core: AP required for Master increased from 25k to 100k
*) Fire/Ice/Thunder/Earth/Restore/Poison/Gravity: AP required for each level adjusted
*) Heal: 2-Star (25k AP) required to activate Esuna, AP requirements adjusted
*) Revive: AP requirements for Life2 adjusted from 20k to 90k
*) Seal/Mystify/Transform/Exit: AP requirements for Master reduced
*) Barrier: AP requirements for Master reduced from 100k to 80k
*) Hydro: AP required for Master reduced from 100k to 50k
*) Time: AP required for each level adjusted
*) Osmose: AP required for master reduced from 170k to 50k
*) Pearl: AP required for master reduced from 100k to 55k
*) Destruct: AP required for master reduced from 100k to 70k
*) Counter Attack: AP required for master increased from 30k to 45k
*) HP<->MP Swap and Exp Plus set to drop as mastered

Splinter Materia (duplicate single spell Materia)
*) MBarrier: AP required for Master reduced from 70k to 25k
*) Slow: AP required for Master reduced from 70k to 30k
*) Break/Tornado/Dispel/Reflect: AP required for Master reduced

Materia Prices
*) Mastered Materia prices adjusted
*) Unique Materia that is acquired as Mastered/1-Star sells for 30k

Equipment
*) Removed Ignore Defence flag from several weapons, replaced with stat bonuses & tweaks
*) Nerf to Wizard Bracelet defensive stats (15/15), 7/7 for defensive and evasion stats)
*) Ziedrich given 50/50 and 15/15 for defensive and evasion stats
*) Prices adjusted on items
   Weapon prices reduced by 20%
   Ancient weapons set to 20k (sells for 10k)
   Endgame weapons given a higher selling price
   Ultimate weapons set to 20 million (sells for 10 million)
   Rare item selling prices tweaked

Statuses
*) Slow-Numb timer increased to 45s from 30s
*) Poison tick timer made 50% slower (2 action ticks = 1 poison tick, down from 1 action tick = 1 poison tick)
*) Sleep duration reduced by half
*) Dual-Drain (Reverse-Regen) duration reduced by half

Field Script & Event Changes/Bugfixes
*) Fixed issue where some of the soldiers in the command room would disappear once Barret operated the panel
*) A secret encounter was made unmissable and can be accessed on Type A and Type B
*) Reno added to Type B Mythril Mines scene
*) Set Party Swap to only be available from the Highwind once the bottom of the North Crater has been reached (an old countermeasure that warped players back to the Highwind if accessing the Crater with a different party leader before the split-up event has been resolved is now deactivated)
*) Set 2nd Long Range Materia to not be visible if picked up earlier in the game (Rocket Town)
*) Fixed softlock on Cait Sith sidequest on Disc 3 when arriving at the white screen
*) Changed Silver Chocobo Dialogue to not mention something on Type A run
*) Adjusted Silver Chocobo Warp destination to prevent a softlock when using Tifa/Cid as party leader
*) For the last 60s of the Mako Reactor 1 countdown, random battles are disabled
*) When returning to the cargo car on the train, some characters would be placed erroneously
*) Prevented return to the Church right away after escaping Reno & Co.
*) Added an accessory reward for getting picked by Corneo
*) Whirlwind Maze; players are knocked through the wind rather than away, to help with progression
*) Icicle Inn; fixed issue where a character would disappear under certain conditions
*) Icicle Inn; fixed scripts for Tifa in the Inn
*) Updated Whirlwind Maze Nibel scene for some characters
*) Merged in the Type B control panel scene into both types as part of event progression
*) Added an extra event line to prevent Barret from reaching Rufus and co. in the control room
*) Wrong battle being used for the Weapon Raid event when entering the control room
*) Improvements to scene during Weapon Raid when meeting Yuffie
*) Re-added guards to junon after weapon raid (inaccessible area with open door, just a cosmetic tweak to explain inaccessibility)
*) Small animation issue when going down to the underwater reactor and talking to the guards as either Tifa or Cid as party leader
*) Wonder Square prizes have been given their actual names instead of ????
*) Added Wonder Square prize exchange to the Chocobo Square NPC at the Exchange desk
*) Betting on S-Rank Chocobo races now requires a Gold Ticket (doesn't affect player chocobo races)
*) Changed music for Vincent's boss fight on Disc 3 & dialogue
*) You now see the clean version of Floor 67 when returning to Midgar HQ on Disc 2
*) Fixed scene with Tifa under the highwind so that either version can be triggered based on dialogue choice
*) Fixed invisible Gondola
*) Added 75% reductions to stored BP when prizes change after receiving the buggy and bronco
*) Updated text on an unused item
*) Junon Weapon Raid event progression now uses both Type A and Type B events together
*) Wrong encounter on Junon Weapon Raid Type B in the control room
*) Fixed jumping animations for Tifa and Cid as party leaders in North Crater
*) Added Cait Sith to Icicle Inn (part of 'talk to party in towns' feature)

//Dialogue
*) Dialogue adjustment for opening of Type B (character name shown before naming screen)
*) Adjusted dialogue where 'everyday' was used erroneously in some cases instead of 'every day'
*) Adjusted Jessie's ladder dialogue
*) Train passenger's dialogue referring to the news
*) Train conductor's line regarding trains leaving Midgar
*) Tifa's line referring to the bar as a shop
*) Wedge's dialogue about Tifa's cooking
*) Beginner's Hall (SP system, status colours to indicate curing method, dialogue box placement for the two fighting boys)
*) Consistency naming for Aeris/Elmyra's House (went with Aeris' House)
*) Moved dialogue boxes around for the pillar escape scene
*) Text involving the locked chests on Floor 59's shop
*) President Shinra's dialogue on Floor 66 with Hojo mistakenly used a Type B line for both modes, which would make the Type A dialogue not make sense
*) Aeris dialogue when trying to interact with elevators etc. in the lobby during escape
*) Cloud's line when remembering the entire letter in the Nibel Flashback
*) Cloud dialogue in flashback when trying to go to Mt. nibel early
*) Dialogue of man at entrance to Kalm
*) Weapon Raid between Rufus & Heidegger
*) Weapon Raid, when meeting Yuffie
*) Gaea Amulet updated: Luck +50 instead of Spirit +30 (was redundant next to a Phoenix Ring)
*) PHS disabled on Highwind bridge for Tifa when entering Highwind for the first time
*) Vincent dialogue on Highwind when Tifa enters the bridge for the first time
*) Set a character to not appear on the deck when entering the bridge for the first time
*) Missing 'to' in Barret's line for Disc 2 in the Chocobo Ranch
*) Minor alteration to choco billy's lines about empty stables
*) Minor alteration to lower junon item store owner's dialogue
*) Meteor dialogue added for Red XIII in Icicle Inn
*) Meteor dialogue added for Barret in Cosmo Canyon
*) Typo on Bugenhagen dialogue when talking about Cloud's fall into the lifestream
*) Dialogue when interacting with the little silver chocobo in Mideel
*) Red dialogue in Mideel
*) Palmer dialogue during the Huge Materia scene
*) Fix for old man's greeting in Mideel when talked to as Cid
*) Echo Drop instead of Echo Drops in Junon pickup
*) Updated name of cave where Alexander Materia is found
*) Updated description of Ink to use Darkness instead of Blind
*) Incomplete line in North Corel (post train)
*) Extra 'this' on nurse's line in Mideel
*) Missing 'me' on cloud's line in Cloud's Memory scenes in Mideel
*) Adjusted Parade trooper dialogue on the submarine
*) Dialogue between Cid and the crew during rocket launch against Meteor
*) Cloud dialogue in Bugenhagen's observatory
*) Bugen dialogue in Forgotten City
*) Hojo dialogue on the cannon, if you've already seen Lucrecia
*) Curse Ring displayed text as Cursed Ring when picked up

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