Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4837567 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7750 on: 2019-05-10 12:55:08 »
So I've started with this mod on Recommended difficulty (although I have no idea what both of them do).
I'm encountering Guard Scorpion in the field (first mission), it's doing about 9k plus damage and I can't escape. A death note basically.
Then on my third try I encountered Zangan(?), I have no idea why, but he too did a ton of damage and I can't escape.
Is this normal??

No, it's not normal. What's happened is that the wrong encounters are being loaded. This is either due to the kernel not being patched properly (symptom of a bad 7th heaven install) or another mod has changed the encounter table in the fields. If you're using 7H could you tell me what other mods are on?

chasesummers

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7751 on: 2019-05-10 19:52:20 »
No, it's not normal. What's happened is that the wrong encounters are being loaded. This is either due to the kernel not being patched properly (symptom of a bad 7th heaven install) or another mod has changed the encounter table in the fields. If you're using 7H could you tell me what other mods are on?

lol it was quite the experience, the kind you know you're about to die, no matter how many times you throw that Phoenix Down  :-D

 I think it could have been ''Gameplay - Difficulty and Story'', I just selected Lucky Tifa and cutscene skip though. I removed it now, so far I didn't have any strange encounter. Will report back in case I do.

Ryloken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7752 on: 2019-05-10 21:32:40 »
I apologize if this is incorrect, but I'm kind of new to this and don't fully understand how all this works.

I just wanted to ask about the technician on the Highwind that's stopped to test quest triggers? I can't seem to get that to work. Is there something I'm missing? I'm having trouble triggering Cids lvl 4 limit quest after being told to go get the micro-engine from Wall market. I have it but nothing happens when I go back to Cids quest.

PS I absolutely love everything about this mod! Great work!

ArkStrike

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7753 on: 2019-05-11 06:40:05 »
Hey Chief! I know this might be off-topic but do you got any words on the State of Play Final Fantasy 7 Remake comments?

Your youtube account is kinda dead too, but I'm not complaining I know you got a lot of work in your hands! Also congratulations for 1k subscribers  ;D
« Last Edit: 2019-05-11 06:42:00 by ArkStrike »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7754 on: 2019-05-11 10:41:23 »
I apologize if this is incorrect, but I'm kind of new to this and don't fully understand how all this works.

I just wanted to ask about the technician on the Highwind that's stopped to test quest triggers? I can't seem to get that to work. Is there something I'm missing? I'm having trouble triggering Cids lvl 4 limit quest after being told to go get the micro-engine from Wall market. I have it but nothing happens when I go back to Cids quest.

PS I absolutely love everything about this mod! Great work!

Is this an older version (catalog IRO)? I think as of the latest version it's Rocket Town > Wall Market > Gongaga Reactor. If the game reports itself as 1.4 when hitting new game then it's the older build which I think has a problem with that trigger.

Hey Chief! I know this might be off-topic but do you got any words on the State of Play Final Fantasy 7 Remake comments?

Your youtube account is kinda dead too, but I'm not complaining I know you got a lot of work in your hands! Also congratulations for 1k subscribers  ;D

I gave the video a watch just there:
1) I suspect that the first game for this will probably be based mostly, if not entirely, in Midgar because it gives you a cliffhanger to end things on after a fast-paced highway segment + boss fight with Motorball (and because that boss has a lot of moving parts, fire-attacks, and the vantage point where it takes place with a lot of Midgar visible in the background it'll be easy to make it visually impressive enough to end things on).

Problem with a Midgar-only episode is that the length will probably clock in at something a lot shorter than you'd expect from a 'full' game like they were claiming. So unless story events are expanded out, it's probably going to be filled with padding of some sort. Fetch-quests and the like.

It's tough to decide how much to show of a new game, but I'm thinking that it might be as Death said; snippets to maintain hype/awareness, but they don't have anything concrete to show from later on.

2) Sephiroth being shown early isn't that much of an issue story-wise because as I understand it, the voice Cloud keeps hearing throughout the game is actually Sephiroth anyway. And he hears it during that scene when they're setting the bomb in the Reactor, but for the trailer they've made Sephiroth 'visible' as he talks to Cloud.

I think having Sephiroth being visible for that scene though is more evidence for this being a Midgar-only game because in the original (and discounting the deactivated scenes in Sector 7) you don't see Sephiroth until you reach Kalm for the flashback. And I imagine people would be complaining if they played through episode 1 and Sephiroth didn't appear at all (even though that'd be a pretty good hook for building up the next episode's trailers; they've kind of lost that opportunity by sticking him in this new episode 1 trailer).

I doubt they'll have the two of them actually meet physically in Midgar though, unless it's during the Shinra HQ scene when they head up to Floor 70 and maybe get a glimpse of him/Jenova there. But probably won't be an actual meeting or anything like that.

3) Cloud seems to be very difficult to portray properly but I quite liked the little bit we saw in the trailer. Seemed to be a bit more life in him compared to the previous trailer. The characters are looking better + VA was pretty good as well so I've no concerns on that front.

4) I heard bad things about the FF15 combat, but also heard people saying it looked more like Kingdom Hearts style combat. I've played some of their older games where they use a more action-based system like Crisis Core, KH1 and KH2, and FF13 + FF13-2; they were okay, but I find an ATB system a bit more relaxing and easier to while away the time with. Not played FF15 or KH3 so can't comment on those.

The thing with action-based is that it can lead to burn-out if you combine it with a random encounter system. When every encounter is presented as some full on action-filled affair, it starts to lose its impact. I think the reason they've made the Grashtrikes huge, for instance, is to try and make it compliment the battle system better because action-based doesn't lend itself well to small-scale low-key fights, like against critters and other weaker enemies.

But that means every fight is going to be presented as a 'big' fight, and that's going to make the actual big fights lose some of their impact. In an RPG where you fight a lot of enemies in instanced groups, having a system like ATB can help pace it a lot better than an action-based system can.

***
Yeah, my youtube kind of fell by the wayside; I was working to get money together for college and ended up doing the job + college while trying to fit mod support in amongst it (I think 1.5 was released during the holidays of my second year at college, right before the coursework hit; it was a bit rushed as a result).

Once you fall out of the habit of putting up videos, it's difficult to get back to it. Maybe I could make a series of tutorials on modding or something, with a project like a small-scale Reactor 1 mod that covers all the things like enemy/formation editing, kernel, field scripting, AI, models, that sort of thing.
« Last Edit: 2019-05-11 21:34:09 by Sega Chief »

Dio Holy Diver

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7755 on: 2019-05-11 11:18:47 »
Code: [Select]
1) I'll check it against the original game and add a SFX if one is missing; audio is a bit inconsistent between PC and PSX versions
2) That's an odd one, but I think Escort Bangle is restricted to male characters as per the original game (with Minerva Bracelet locked to female characters); Cait Sith is able to equip either armour though.
3) I'll add a check for party leader to that segment of the scene
4) I think the MP drained is limited to how much the enemy has left; so the damaged MP can be higher than the amount remaining to drain (HP drain should work same way).
5) Limit Gauge speed was adjusted between characters; I can make Cait + Cloud's limits a bit faster charging if they feel too slow.
6) That restore is maybe a hold-over from when a Save Point hadn't been added to the exterior of the submarine, as pincer battles can be quite dangerous in mods where enemy strength has been raised, even by just a little bit. As there's now a save point, the Restore is likely redundant.
7) That's odd, as the flags have been set for an eject/KO event. I'll try tinkering with it.
8) The Pagoda was intended as a series of puzzle-like fights to be taken on when Wutai first becomes available, but they can all be overpowered on a return visit later in the game.
9) Is this due to his size, or does the status become invisible after the transformation? I could try adding a bit of character AI to cleanse status ailments (or maybe to Transform itself) to prevent the latter issue.
10) I think that's from the climbing animation, I can probably fix it.
11) [spoiler]My bad, I'll use the name-tag.[/spoiler]

I'm currently working on a full (and last) overhaul for the mod so info on bugs like this are useful to have. The FF8 NT mod is currently Disc 1 only and the refine system needs a fair bit of balancing to be done but hope it proves entertaining. If you run into issues with the Disc 3 content on FF7 NT then let me know.

Thanks for the reply - I'll try and hurry up before the next update comes out with any further findings.

Code: [Select]
2.  I'll double check for Cait Sith, male/female characters.  Might be me not paying attention properly.
5.  Up to you decide obviously - I just wanted to make sure there wasn't anything I was missing.  Current party is Cloud, Cait Sith and Vincent - the latter gets multiple LB's before Cloud or Cait Sith get even one.
9.  Due to his size, understand if this can't be corrected but figured I'd mention it anyway

Ryloken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7756 on: 2019-05-11 14:17:09 »
Is this an older version (catalog IRO)? I think as of the latest version it's Rocket Town > Wall Market > Gongaga Reactor. If the game reports itself as 1.4 when hitting new game then it's the older build which I think has a problem with that trigger.


I'm pretty sure it's 1.5 but I'll have to check and get back to you. Thanks for the quick reply.

Ryloken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7757 on: 2019-05-11 17:42:58 »
Is this an older version (catalog IRO)? I think as of the latest version it's Rocket Town > Wall Market > Gongaga Reactor. If the game reports itself as 1.4 when hitting new game then it's the older build which I think has a problem with that trigger.

So it definitely is 1.5, but I had gone back to wall market and gotten the micro engine accidentally before ever starting Cids quest via random exploration and curiosity. Could that be why it's not working? If so, is there any work around for that?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7758 on: 2019-05-11 21:54:30 »
So it definitely is 1.5, but I had gone back to wall market and gotten the micro engine accidentally before ever starting Cids quest via random exploration and curiosity. Could that be why it's not working? If so, is there any work around for that?

Thing is, the Micro-Engine is no longer acquired from Wall Market, it's dropped by a boss in Gongaga. Unless there's some left-over script or something that fires up if the previous condition isn't met and allows the micro-engine to be obtained like it was in 1.4 and older.

If you send across your save file I can reset it for you or something.

Idubaren

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7759 on: 2019-05-11 23:27:59 »
I hope I'm not doing necro with this, but I got a little issue with the installation through 7H you say that in order to work properly we need to set up the exe so it uses the ff7_en.exe (using version 1.5 fixed IRO for field character modles that I found looking around posts related to the mod) however, 7th Heaven asked me to not use a final fantasy 7 that is into program files, I tryed reinstalling it somewhere else but Steam no longer gives me the option to chose the instalation path... so I ended up cpying to a Game folder i had in my C:\ the problem is, after doing everythig  to install 7th Heaven, getting it working and all, if I set up that the archive to start the game is "ff7_en.exe" then the Launcher pops up, and when i hit "Play" it will start from the Final fantasy VII unmodded game i have in my steamapps/common folder (I'm spanish and have a spanish copy of the game with a propper translation i don't wanna lose) I've had an issue with texts looking slightly funny and even for the potion only telling me that it heals 300hp but not that out of combat only heals 100, and I fear I will also get the source's issue as well. I can run the mod, but only if I tell 7th Heaven to use the "ff7.exe" file that's on the modded folder in my C:\Games, but as i have said it makes the text look somewhat funny, here I'll post a screenshot of what I mean: https://imgur.com/mpFSuZB

I'm using a file I from my playthrough of vanilla with spanish retranslation where I completed the game with everything, that's why i got everything so high on everyone, but I started playing the mod and can say that the text issue happens there too: just look under arrange for example, you acn see the top of the letters there too, or under the number 15 that indicates that I've got 15 Ethers, i don't think that's normal and I've checked videos of people playing New threat 1.5 that don't have this problem and it's starting to bug me a bit, to the point of installing again the english version of FFVII from steam and patch that folder instead, and give up on adding more mods to this...

Please help.

Edit: you see the characters images with no backgrounds, that's a mod i got form 7h catalog that i liked, but i can tellthat the text issue has nothign to do with it since i tryed the mod without any aditional mods and it was still there, that's why i think it's an .exe thing
« Last Edit: 2019-05-11 23:29:50 by Iduabren »

Ryloken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7760 on: 2019-05-11 23:41:43 »
Thing is, the Micro-Engine is no longer acquired from Wall Market, it's dropped by a boss in Gongaga. Unless there's some left-over script or something that fires up if the previous condition isn't met and allows the micro-engine to be obtained like it was in 1.4 and older.

If you send across your save file I can reset it for you or something.

I appreciate that but I'm not all that concerned about. I plan on playing through again anyway so I'll just try to be a little more careful next time around and see if it works. Thank you for the help, though. Much appreciated!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7761 on: 2019-05-12 21:00:09 »
I hope I'm not doing necro with this, but I got a little issue with the installation through 7H you say that in order to work properly we need to set up the exe so it uses the ff7_en.exe (using version 1.5 fixed IRO for field character modles that I found looking around posts related to the mod) however, 7th Heaven asked me to not use a final fantasy 7 that is into program files, I tryed reinstalling it somewhere else but Steam no longer gives me the option to chose the instalation path... so I ended up cpying to a Game folder i had in my C:\ the problem is, after doing everythig  to install 7th Heaven, getting it working and all, if I set up that the archive to start the game is "ff7_en.exe" then the Launcher pops up, and when i hit "Play" it will start from the Final fantasy VII unmodded game i have in my steamapps/common folder (I'm spanish and have a spanish copy of the game with a propper translation i don't wanna lose) I've had an issue with texts looking slightly funny and even for the potion only telling me that it heals 300hp but not that out of combat only heals 100, and I fear I will also get the source's issue as well. I can run the mod, but only if I tell 7th Heaven to use the "ff7.exe" file that's on the modded folder in my C:\Games, but as i have said it makes the text look somewhat funny, here I'll post a screenshot of what I mean: https://imgur.com/mpFSuZB

I'm using a file I from my playthrough of vanilla with spanish retranslation where I completed the game with everything, that's why i got everything so high on everyone, but I started playing the mod and can say that the text issue happens there too: just look under arrange for example, you acn see the top of the letters there too, or under the number 15 that indicates that I've got 15 Ethers, i don't think that's normal and I've checked videos of people playing New threat 1.5 that don't have this problem and it's starting to bug me a bit, to the point of installing again the english version of FFVII from steam and patch that folder instead, and give up on adding more mods to this...

Please help.

Edit: you see the characters images with no backgrounds, that's a mod i got form 7h catalog that i liked, but i can tellthat the text issue has nothign to do with it since i tryed the mod without any aditional mods and it was still there, that's why i think it's an .exe thing

I think the line you're seeing under text is due to the resolution or some other graphical option.

***

When installing the game through Steam, there should be an option/drop-down to create a new Steam Library (which is essentially just installing the game in a different folder). Copying folders manually isn't a good idea because the registry expects the game to be in a certain place.

After running 7th Heaven Game Converter, what that does is it creates a new separate installation of the game on the PC that can either be used on its own as a 1998 PC version or played through 7H to apply IRO mods. These typically run from a 'ff7.exe' and have an older looking pixelated comet symbol.

The Steam install, however, is retained and runs from a different .exe; the ff7_en.exe (or ff7_xx.exe depending on the language being used) with a higher-res and slimmer comet icon. You should think of the Steam installation as a separate FF7 from the game-converted 7H compatible one. The Game Converter doesn't change anything with the Steam game at all, it just makes a copy of its files and makes a separate installation elsewhere.

7H should always point at the game-converted FF7 files, which can be checked through the Settings tab in 7H. Have it look for ff7.exe rather than ff7_xx.exe otherwise it will run the unmodified Steam version.

I appreciate that but I'm not all that concerned about. I plan on playing through again anyway so I'll just try to be a little more careful next time around and see if it works. Thank you for the help, though. Much appreciated!

No worries, bud, but it's probably me that needs to be more careful when it comes to scripting things.

xalyss

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7762 on: 2019-05-12 23:17:26 »
I just created an account here after lurking for many months to say that I absolutely love the Mod and you have done such a fantastic job with everything.  There are so many great quality of life improvements alongside so much content that breathes new life into this classic game that I have loved for so many years.  Sega Chief, thank you so much for the work you do.

Looking forward to playing through it again when the next big update hits.  Ill try to get on that earlier this time so I can help with spotting bugs or issues.

I was also happy to donate a bit to help out.  And if you ever make a patreon or something like that I would check it out.
« Last Edit: 2019-05-13 02:00:54 by xalyss »

Idubaren

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7763 on: 2019-05-13 00:09:27 »
I think the line you're seeing under text is due to the resolution or some other graphical option.

***

When installing the game through Steam, there should be an option/drop-down to create a new Steam Library (which is essentially just installing the game in a different folder). Copying folders manually isn't a good idea because the registry expects the game to be in a certain place.

After running 7th Heaven Game Converter, what that does is it creates a new separate installation of the game on the PC that can either be used on its own as a 1998 PC version or played through 7H to apply IRO mods. These typically run from a 'ff7.exe' and have an older looking pixelated comet symbol.

The Steam install, however, is retained and runs from a different .exe; the ff7_en.exe (or ff7_xx.exe depending on the language being used) with a higher-res and slimmer comet icon. You should think of the Steam installation as a separate FF7 from the game-converted 7H compatible one. The Game Converter doesn't change anything with the Steam game at all, it just makes a copy of its files and makes a separate installation elsewhere.

7H should always point at the game-converted FF7 files, which can be checked through the Settings tab in 7H. Have it look for ff7.exe rather than ff7_xx.exe otherwise it will run the unmodified Steam version.

Ok, thank you ^^ I'll play a bit with the resolution settings and see if I can find a way that it's fixed and i can see it big :P hehe.

From what you say I think I don't have to worry about the soruces or other things not working properly since I'm using the proper ff7.exe to run from 7H, then, that's a relief then, time to give this great looking game a second run! :D thank you again, Sega Chief, both for the mod and the help ^^

Maverick4031

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7764 on: 2019-05-13 02:23:43 »
in regards to 7th heaven.....does installing the game on an external drive interfere with using 7th heaven mods? i'm starting to get fairly suspicious about it at this point. perhaps the install needs to be on the main drive?

Maverick4031

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7765 on: 2019-05-13 02:32:43 »
hold on....might've just fixed my own problem. lol

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7766 on: 2019-05-13 18:07:54 »
I just created an account here after lurking for many months to say that I absolutely love the Mod and you have done such a fantastic job with everything.  There are so many great quality of life improvements alongside so much content that breathes new life into this classic game that I have loved for so many years.  Sega Chief, thank you so much for the work you do.

Looking forward to playing through it again when the next big update hits.  Ill try to get on that earlier this time so I can help with spotting bugs or issues.

I was also happy to donate a bit to help out.  And if you ever make a patreon or something like that I would check it out.

Yo, bud; thanks for the donation and the support. I'm wanting to leave the mod in the best possible shape before I properly move into new projects and I reckon the best direction is to

As far as a patreon goes, I'll set one up.


Ok, thank you ^^ I'll play a bit with the resolution settings and see if I can find a way that it's fixed and i can see it big :P hehe.

From what you say I think I don't have to worry about the soruces or other things not working properly since I'm using the proper ff7.exe to run from 7H, then, that's a relief then, time to give this great looking game a second run! :D thank you again, Sega Chief, both for the mod and the help ^^

All right, but let me know if you notice anything off. If Sources only give +1 to the stat instead of +5 then we'll work it out from there.

hold on....might've just fixed my own problem. lol

The best kind of problems are the ones that sort themselves out.

Maverick4031

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7767 on: 2019-05-14 01:10:13 »
at least until new ones arise like phoenix. lol.

how do i properly disable mods that were just in use? i tried changing up some of the mod settings or even switch some out and the game didn't apply any of the changes when i loaded it up.

actually, in addition to that.....every time i load the game....it still loads obviously but i get an error message stating that postprocessing initialization failed and to check the app.log. not sure if that is important or not.
« Last Edit: 2019-05-14 01:15:32 by Maverick4031 »

kaizerlith

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7768 on: 2019-05-14 09:02:53 »
So I am not sure if this was already talked about so sorry if it is. But I seem to have a bug during the Nibelheim flashback. For some reason Sephiroth just stands there and does nothing and since Cloud has no HP and gets one hit K.Od by the dragon I just lose that fight. The game continues on but I just wanted to check if that was a bug or not.

Hinasaki

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7769 on: 2019-05-14 11:12:37 »
Does this works with the Reunion mod? I really looking forward to play this, but also want to use the Reunion mod lol

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7770 on: 2019-05-14 13:07:04 »
at least until new ones arise like phoenix. lol.

how do i properly disable mods that were just in use? i tried changing up some of the mod settings or even switch some out and the game didn't apply any of the changes when i loaded it up.

actually, in addition to that.....every time i load the game....it still loads obviously but i get an error message stating that postprocessing initialization failed and to check the app.log. not sure if that is important or not.

Deactivate them from first tab, then they can be uninstalled from the 2nd/library tab.

So I am not sure if this was already talked about so sorry if it is. But I seem to have a bug during the Nibelheim flashback. For some reason Sephiroth just stands there and does nothing and since Cloud has no HP and gets one hit K.Od by the dragon I just lose that fight. The game continues on but I just wanted to check if that was a bug or not.

Sephiroth is supposed to be controllable during the flashback scene, is his turn filling up but no command menu appearing?

Does this works with the Reunion mod? I really looking forward to play this, but also want to use the Reunion mod lol

I think it's incompatible with the beacause section of it, but there is a plan to make a merged version of the two once both mods are finished. Mine is almost there, not sure of status of Reunion completion-wise.

kaizerlith

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7771 on: 2019-05-14 14:34:37 »
Yeah the atb bar keeps filling up and than empties out with no menu.

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7772 on: 2019-05-14 15:23:45 »
hello mate and sorry for disturbing but i got an issue:

I redownloaded your mod after changing my pc to a new one. the install process does not ask me to locate DATA folder, but instead only FF VII folder and nothing more.
I leave here screens to let ya know what im talking about. Please lemme know if it was installed properly :D
https://imgur.com/a/EQ0nOHF






Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7773 on: 2019-05-14 15:48:29 »
Yeah the atb bar keeps filling up and than empties out with no menu.

Very strange, might be worth doing some checks to see if mod is installed properly:
1) Kernel check, characters should have been proccing their 'innate' abilities in-battle with accompanying text. If so, then kernel is patched.
2) Field/Flevel check, were you given an option to skip the nibelheim flashback? If not, then field script isn't patched.
3) Scene.bin check, did you go up against two heligunners in the shinra hq elevator fight?

hello mate and sorry for disturbing but i got an issue:

I redownloaded your mod after changing my pc to a new one. the install process does not ask me to locate DATA folder, but instead only FF VII folder and nothing more.
I leave here screens to let ya know what im talking about. Please lemme know if it was installed properly :D
https://imgur.com/a/EQ0nOHF







The installer targets the FF7 folder now instead of the data folder, this is to catch the .exe file as some changes are made there. One way to check is by casting MBarrier on a character and then casting Cure on them; if Cure ignores the MBarrier then the .exe is patched. Another (and more important) check is that sources give +5 per use instead of +1.

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7774 on: 2019-05-14 15:59:33 »
Very strange, might be worth doing some checks to see if mod is installed properly:
1) Kernel check, characters should have been proccing their 'innate' abilities in-battle with accompanying text. If so, then kernel is patched.
2) Field/Flevel check, were you given an option to skip the nibelheim flashback? If not, then field script isn't patched.
3) Scene.bin check, did you go up against two heligunners in the shinra hq elevator fight?

The installer targets the FF7 folder now instead of the data folder, this is to catch the .exe file as some changes are made there. One way to check is by casting MBarrier on a character and then casting Cure on them; if Cure ignores the MBarrier then the .exe is patched. Another (and more important) check is that sources give +5 per use instead of +1.

thanks for prompt reply but my game is fresh (new pc and new game! :D) So far i tried starting it and the menu at the beginning of the game adviced me of NTmod (arange or whataver is called lol) and when i got both cloud and barret it explained their passive. I will try to figure more ( i am at 1st maklo reactor just right at game beginning. Is there any other way i could double check it?= For example gaurd scorpion should have different loot or abilities during fight?