Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4895059 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8550 on: 2019-09-13 09:18:37 »
Thanks about the Shout info. Was mostly wondering if any Materia was Hidden element so I could add it to physical attacks against the weapons.

A lot of Materia has Hidden element by default, in fact Materia can't be non-elemental so it's believed that the element 'hidden' itself was designed to act as non-elemental at one point 9this would explain why a lot of unrelated attacks in the japanese original version (not international) carry the Hidden element). If you combine a magic materia that has no listed element with elemental then it'll add Hidden.

The soft lock was interesting, and had something to do with the area outside of the area the event is in. It happened when trying to enter the outer reactor area where there is a save point. Also notably it took a super long time to save my game at that save point. Might just be some choppy event sorting on the game's part. What happened exactly was that I beat the dragon, left, and it got stuck in some sort of loop where the bgm was looping on a black screen. Quit to desktop and re-opened my game and the zone had finally loaded then, though.

That sounds odd; it's a fairly low-load screen. Maybe a blip with the game client itself? The steam version can crash when it loses window focus sometimes.


more elaboration on tifa balance:
Spoiler: show
I'm not really sure if this is intentional, but now that it is late game I am basically just annihilating every enemy and boss with Tifa. And, for the brief period that Tifa wasn't on my team during Mideel, I was annihilating enemies with Vincent + Masamune + x4cut (fort condor battles are incredibly easy if you just are as aggressive as possible, so this weapon is not hard to acquire at all). I know I've already stated this, but once I acquired the powersoul from the reskinned demon gate, the game has been completely broken wide open, with Tifa just punching enemies for anywhere between 2000-9999 with x4cut, counter command + mime, etc. then just having my other two party members keep everyone buffed and alive. I will say it has been very fun, but the challenge aspect of the game where in early game before this, many battles were very hard attrition wars where one mistake could kill my party, and now all of that is just out the window. Even enemies like the (weaker than vanilla?) ruby & emerald weapon were basically a cakewalk. The only sort of "nerf" to this strat is that x4cut assigns targets at random, so some of the bosses that try to chesse you with having sequential invulnerable parts like the Cait Tank are slightly more difficult. If x4cut wasn't random, I'd probably have finished the hack by now. Basically now that I have Premium Heart, the only difference is I no longer need to use Cursed Ring


Powersoul was originally removed but there were complaints about it being missing so I re-added it knowing there wasn't much (at the time) that I could do about its formula. Same with the Ultimate Weapons, I considered dropping the special formulas for them but that felt like it would just make them the same as the other weapons. Since then I've gotten info on where these formulas are stored, so their damage multiplier can be adjusted. In the final build I'll be making .exe adjustments to these formulas but for now, I'm leaving them as-is.

Also wanted to say that once I switched to Arrange mode at the Corel entrance to Gold Saucer, I toggled the Randomizer on and have been using it ever since. I liked the mechanic a lot, but the whole aesthetic of it is a bit wonky. I would maybe give it a different name instead of "Mister Smile" and clean up the text box display for the randomizer. Basically I just always took the +10 or +15 buff if it rolled one, and always took Luck if it rolled over 5. My whole team having quality stats with mid-to-high Luck has payed off pretty often in fights. I guess this didn't polarize my characters identities as the hack intended as much as it is supposed to, but I was able to shore up any low stats with all the crazy buffs on equipment and materia.

Another thing is I didn't really think that the troll jokes on relevant item locations added to the game's quality. I mean, yes it's kind of funny to find the Sense Materia, or to get regular junk (A Heavy Ring and that Spear both seemed really out of place and random, as they are both fairly common items that don't hold much relevance) for the Mythril. I would suggest just giving the player something cool & interesting, maybe even objects alluding to the vanilla item. I don't really want to ever play a hack and feel trolled or ripped off for going to investigate something that's normally worth doing in vanilla. This also goes for the Curator challenge boss in Shinra Mansion. Defeated it and was aggressively informed I'm not getting strawberries? Could easily just give the player a Key Item that's just a badge of honor that serves no purpose outside of 100% completion. I guess opening that chest counts as part of the completionist route? I can't say cause I'm not a completionist or a speedrunner.

I think it might also be relevant to remind the player, maybe in various shopkeeper dialogue, that selling high AP materia like Sense and getting a new one is very relevant to staying on curve with being able to pick up items and equips. I would even go a step further to discourage the player from selling their armor and weapons and take this route instead, as the stat buffs of each weapon continues to be relevant as the game progresses, despite their attack power being outclassed. Have not touched the Throw materia this game, but that's also another corner case for not selling your weapons to pay for ether, hi potion, and tent.

Stuff like the AP grinding weapons and the Precious Watch are kind of so late in the game that they are only relevant if you just somehow failed to grind your materia for the whole game. These are fine I guess, but as an experienced player I was making sure to grind AP from the very beginning on each materia.

Speaking of AP grinding, I wanted to point out this thing from Vanilla that carried over to NT and has been on my mind forever; Vincent and Cid are the only two characters with a Double AP weapon that has a combo slot. Everybody else has singleton slots, as do all the armor. Is there any way to switch around the slots on any given weapon, maybe give each character a double AP weapon with a combo slot? I say this as it is very relevant to level up some of your support materia, and kind of pigeonholes the player into using Cid and/or Vincent during that period of disc 1 while you're still maturing your materia.

edit: Also, terribly sorry if this is an unpopular opinion,
Spoiler: show
but I just hated the Dark Cave sidequest. Everything about it felt like I was just being subjected to the remnants of a separate, discarded hack (maybe the original frameworks of NT?), none of it was relevant to the story or made any sense, none of the events were explained or even speculated upon by the characters outside of them all saying "hmm... something weird sure is happening!"(this was particularly painful to go through, as there easily could have been more elaborate dialogue, such as the during the Amalgam fight, literally anyone could have said something about how jesse/biggs/wedge were being used in the cutscene. Also the Amalgam was a really weird fight where Barrett's Drill Arm made it no longer difficult), and basically the only point of it seemed like showing off some unused reskinned enemy models (speaking of, that weird reskinned rainbow thing in ancient forest is just hideous...). But all in all I just did not enjoy any aspect of this, and felt like the item drops added in, two key items and the mystile, were just thrown in arbitrarily to make you not feel like you just wasted a bunch of time running around midgar. When this event was explained as a sidequest, I was really not expecting that it would just be a weird recycling of the start of the game, but rather a unique sidequest with it's own events.


The randomiser was added as a test but kept in for people to try out. I think the current plan with it is to offer the standard vs the randomiser as a choice when first using the system and lock it in.

I think I'll either add a double-slot to the other character's 2x AP weapons or set Vince/Cid's weapons to use single slot; not sure yet. Balance-wise should probably be singles; trading elemental damage up for boosted AP growth.

Dark Cave is a half-finished mess that was going to be ditched (or at least reworked) for 1.5 but didn't make it in the end. It's getting the heave-ho for the final update and won't be available anymore after that except by going back to older versions (like this current one).


Right before you descend into the final area of North Crater, where the team regroups, you'll get a phone call where someone from the highwind somehow has phone reception and calls you to say that there are now sidequests and stuff. At this point, it isn't mentioned, but there is a guy in the meeting room of the Highwind that now appears and lets you change your party leader. Keep in mind that this only lets you switch to Cid or Tifa, and the game thinks that cloud is "dead" if you do that, so if you did not put him in your party when reforming at the highwind, he can't be selected to switch out using the PHS; you have to move him using the guy in the highwind. This also extends further where if you do put Cloud in a party with Tifa or Cid, Cloud and the party leader both can't be moved from the party.

Another weird thing about this is that you get the phone call where the sprite in middle of the pilot deck in the highwind says they now have info on the "new threats" but that sprite is already there as soon as you regain Cloud from Mideel.

Spoiler: show
Also, there seems to be some sort of rumor that the endgame sidequests can be accessed only after the point in Disc 3, but that's not true. I was able to complete Yuffi and Vincent's lv. 4 limit quest during disc 2. The Yuffi mirror battle was pretty disgusting, and I was able to get through it by confusing the mobs so that they would kill themselves, triggering the Ruby Weapon ringout effect on themselves. I have noticed that recent versions of the hack have had failsafe script added to some battles such as Zack, to prevent the player from cheesing the opponent with something like poison when it was previously possible. I'm not a huge fan of these hotfix approaches to battles in order to make them seem harder, or battles that try to cheese the player by slapping you with statuses when you aren't expecting it, such as the Gilgamesh fight


Weird request but, would it be possible to just make chocobo breeding less random? Honestly chocobo breeding in this hack was entirely moot and unnecessary, as the Guidebook now gives a gold chocobo, so you basically can get a gold chocobo literally right after chocobo breeding is even available. Not sure if any items in the chocobo races are actually relevant at all - maybe Final Attack? The only item I got from the races was a Cat's Bell, which I won before I had my own chocobos.

Speaking of, I still have yet to find the Final Attack materia, but I'm guessing it's in an unexplored zone of the crater or something.

wrt last post, I would say that Tifa breaking the game wide open could be mitigated by just making the curse ring available later in the game instead of at Godo. Not sure why anyone would even use the Relic Ring. Honestly items that don't tell you what they actually do beyond buffing a stat are a big turn off.

The party leader swap thing was restricted due to the way the world map chooses which model to render as your character. It does it by priority; if Cloud is in the party, he overrides Tifa and Cid even if he isn't the party leader. Same with Tifa over Cid. Where this causes problems is that if you go into the menu and PHS in/out characters of a higher or lower priority and then save your game without exiting the menu, the coordinates of the new world map model will not be updated to match your current coords. So when you next load the file you'll be stuck at 0,0 in the middle of the ocean (the game uses this as a storage area for all unused/invisible models like the buggy and bronco). That's why I've set the scripts to block you from moving in/out these three after changing party leader.

Confu on the two mobs in the Yuffie Lv.4 Limit fight is fine; I left a lot of these guys with status ailment weaknesses so that people would come up with different ways of beating them. Poison counters for human bosses was necessary at the time because, also at the time, Poison status ticks carry the Poison element meaning that an enemy weak to this element would die in 16 ticks rather than 32. People weren't happy with Cloud's Lv.4 Limit fight because of that, so a change was made. Now the poison status no longer relies on the poison element and has non-elemental ticks so the counter-measure can probably be removed now.

I haven't really looked into the mechanics of chocobo breeding other than looking through the scripts a bit. They are very long. I think my goal with an adjustment to how this works would probably be to reduce the cooldown on it and to try and fix the RNG problem on PC; on PSX, we had a soft-reset we could use to reload a file and try again but for PC we have to 'hard-reset' which results in the same RNG getting spat out (endless Green Males, etc). Might be interesting to try and raise the stat cap on speed too, see what happens.

Final Attack should be awarded from beating Special Battle, like in original.

MelonMelonHeart

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8551 on: 2019-09-14 18:26:34 »
So I played about 16 hours of New Threat last summer, but then I uninstalled FF7 on steam and I really cannot remember why I did at this point. I enjoyed New Threat more than the base game, but I may have thought I just wouldn't ever want to replay it. Either way, when I reinstalled the game the mod was obviously not patched in. Is it possible for me to re-patch the mod with the newest version or even the old version that I saved (still have the Data folder of the version I used) and start from where my save is? Or will I need to simply start over?

saw2th

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8552 on: 2019-09-14 20:17:38 »
wrt damage formulas:
  I would say that I wouldn't change the formula of powersoul, but rather just move it to late game (such as it's location in shinra building). Honestly I was pretty disappointed to see that Death Penalty had it's stats changed and is just a regular weapon, same with Cid's item. Aeris's final weapon targets the enemy by default even though it heals you? I also felt this was super underwhelming to just get yet another healing staff. Also it seems like all of the other ultimate weapons are nowhere near the strength of cloud and tifa's, or have really wonky boosting like RedXIII or Barrett, which seem impossible to have good damage? I guess you could maybe Goblin Punch with RedXIII while limit gauge is full...? I would really like an incentive to *not* use tifa in every major fight, but there just isn't one. She even outclasses Vincent for dps because Vincent's Limit Break ruins his ability to stay on the attack. Maybe if he has fury ring, but I like being able to have control of my dps unit. Chaos is pretty insane tho, but not always great, and the Satan Slam ability is pretty underwhelming in the vast majority of relevant battles. I do understand why Death Penalty was changed - in order to prevent players from using the overflow glitch, yes? Wasn't sure if maybe there was just some other way around this. Ignoring defense is interesting, but hasn't proved to be useful in many situations.

---

On lv4 breaks & ultimate weapons:
  I wholly believe that you should be able to feasibly grab every item you need to build your ultimates before the northern crater (this is true for a few weapons, but you have to pull of some one-chance-only & difficult morphs. having to morph a guy that absorbs hp with their attack while I've got to beat the timer on corel train is pretty frustrating) as opposed to of having to farm most of it inside of the crater then walk back out. Lots and lots of players don't even touch northern crater until they are ready to end the game, and I'm seeing a lot of people are getting bamboozled by there being an extra script in the game at the bottom of the crater that unlocks doing sidequests outside of it, missing it entirely and asking here because they haven't descended. It takes a lot away from the game to feel like you can just go in and out of north crater like a cakewalk, when in vanilla it seems intended to be a brutal boss rush down to the bottom with no return, only with an exit for if you are completely wrecked and can't go further down.

  I do like the idea of Monster Hunting and having to track down rare monsters to morph or steal the ultimate weapon materials, but I would like to just see them somewhere outside of the crater. It would be really awesome if you *didn't* ever need to use the reference guides because someone in-game (my vote is for the sleepy guy cave near junon) to provide you with hints about where to look for all of your ultimate weapon pieces. I think the guy does in fact do this talking about Godhand in the ancient forest, but It would be much nicer if you could just ask him for hints from a list and ditch the randomized script once you're in disc 3. Also, does this guy still give you something special for coming to talk to him when your battle counter is set at all the same number (222, 444, etc)? Could easily still have this checksum in the guy's dialogue by giving him a "what else ya got?" option after asking for hints.

  In addition this, I would say that the placement of peoples' key item required to forge their ultimates is also kind of jank. Some of these are just arbitrarily rewarded to the player after fights or laying around with no context or script, even though they hold huge significance...? Like the Gospel Spark is just sitting in a crater room, the 7777 needles are after a materia cave, but no other materia cave gives you an ultimate item? Micro Engine and LuvLuvG I wont even get into. Just seems very haphazard.

  Ideally I would like you to trash all of the Troll item scripts, such as the dead end sense materia at the shinra raid, the potion where barret's missing score was, etc. and replace them with the synthesis items for ultimate weapons. That'd be great if you opened that chest that only shows up if barrett is around, and you got the Max Ray or Micro Engine, etc. Easily you could move the Mirco Engine there from the Dark Cave, and then Barrett's script could go from going "Oh..." to "What the $*@^# is this?? Cid! maybe you can figure this thing out??"As for LuvLuvG, it would be really funny/cute if Rude gave it to Tifa at the end of the final Turks fight. Rude could just go "....." "....." "....A parting gift." Aeris's Gospel Spark I'd like to find Midgar, such as at the church or at her house. Just thinking I'm grabbing a materia and it's her item in some room felt pretty lackluster. Maybe use that Masked Man sprite from Dark Cave and put him in the church, guarding the item. Could toggle on or off depending if Aeris is dead.

---

For chocobo breeding, I just want to neg out the chance of getting a vanilla chocobo while breeding for a special one, and make ranking up your chocobo in the races not be a thing. Chocobo Racing to rank up, specifically just to get a better % of breeding the bird you want, is a grueling process. And, literally nobody wants to have to reset their game over and over trying to get the right one to breed like in vanilla. Cooldown isn't a big deal.

---

Another question: Are your characters naturally weak to any elements, like poison? They are humanoid but wasn't sure if this was clarified. Stuff like this I'd like to see clarified in the tutorial rooms. Also the facts about hidden element etc. Would LOVE if you could just tell the player about cut/hit/shoot etc elements and update the weapons to tell the player what elements those are, or even just update Sense scripts to say if enemies are weak to hit/cut/shoot etc.

Small side note about statuses:
  I did noticed that someone mentioned that you can Frog Nemesis and that status use does have some play as you've stated. I do like these things. Nemesis can still slap you with 8000+ damage attacks while it's a frog, so I wouldn't change it just for fun. Honestly it was a huge relief to see that the mobs could just get rid of themselves without causing a ringout, as the ringout makes that fight way, way harder.

On NT quests:
  The Aeris & Cait Sith sidequest fights are weirdly harder than all the others, just due to the huge variety of stuff the enemy is doing? Tifa's, Cid's, RedXIII's and Vincent's were a cakewalk, but Barrett's, Yuffi's & Cloud's were definitely very fun and challenging - had to equip a Touph Ring to get past that Meteor attack from Zack. Dispel is definitely the MVP of this hack.
« Last Edit: 2019-09-14 20:22:56 by saw2th »

saw2th

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8553 on: 2019-09-14 21:01:30 »
cait sith NT fight:

Spoiler: show
there is a text dialogue from cloud where he says "you" when it should say "your"

This is basically the only fight where Long Range materia really matters?

also wtf does HP Shout do? again, still really not fun to acquire items with no real description.

saw2th

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8554 on: 2019-09-14 22:02:03 »
another rebalance suggestion to slow down the player from inevitable game-breaking would be

Spoiler: show
to lock Mime behind the materia boss fight in kalm. Partly saying this because I'm able to trounce every battle with x4 cut, mime, and/or quadra ultima. Maybe switch Pandora's Box with Multi-Cut. It would make sense to put Mime behind that battle, flavor wise, too to a degree. I would even put multi-cut somewhere further up in the tiering of battles in the game. Speaking of Mimics (would suggest to polish the dialogue on the mimic aeris fight), another interesting move could be to actually make the White Materia you acquire cast Holy, or even make Holy2 & 3. Players would probably like that a lot, then just combine planet materia with contain if you need room. Can materia learn more than 3 things? cant remember. All I have left to do now are battle square and kotr. I have attempted kotr earlier in the game, and noticed a strange behavior loop where *you know who* will lock onto your guy with scope then later may call to petrify them, thusly just attacking the petrified guy over and over, making this fight less crazy.

saw2th

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8555 on: 2019-09-14 22:17:03 »
Another nice feature could be to have a shortcut to the Junon Leagues once you access them for the first time. Such as you enter lower Junon and talk to a soldier nearby who teleports you into the league room.

Covarr

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8556 on: 2019-09-14 22:54:50 »
saw2th, please use the edit button instead of double- and triple-posting minutes apart like this.

saw2th

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8557 on: 2019-09-15 11:39:10 »
Spoiler: show
Not sure if this was intentional or maybe had something to do with doing my playthrough while toggling on the Randomizer, but the game cut straight to the dance party after defeating sephiroth, and told me I beat the hack without using sources, which is definitely untrue. It didn't show the cutscene with mr. smile, either, as seen in a video. I am unable to see the regular ending sequence with redxiii and the overgrown midgar, which was kind of sad. is there still more than one ending?

markul

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8558 on: 2019-09-15 13:33:37 »
Hi Sega Chief  ;D
A small idea for the final update.
Spoiler: show
 On the final screen, when you talk to Mr. Smile, you can put the name selection menu for Cloud (Maybe Smile wants to know who he's talking to : / ), the idea is that people can put their name, just so that, on the last screen, that name may appear in the "end".






Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8559 on: 2019-09-16 09:50:43 »
//NT Update

-) Initial Stats
   Tweak to starting stats of each character
   

Does anyone know what the intial stats are for every character in 1.5? Also, does anyone have the 1.5 rank up otions for everyone as well?

Karsh Highwind

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8560 on: 2019-09-16 15:31:22 »
Does anyone know what the intial stats are for every character in 1.5? Also, does anyone have the 1.5 rank up otions for everyone as well?

I don't have the initial stats on hand at the moment as I am at work, but I can pull those numbers for you when I get home.

Spoiler: show
-) Character Base Stats

   Cloud
   Str - 43
   Vit - 28
   Mag - 27
   Spr - 32
   Dex - 16
   Luck - 14

   Barret
   Str - 45
   Vit - 43
   Mag - 9
   Spr - 37
   Dex - 8
   Luck - 12

   Tifa
   Str - 47
   Vit - 12
   Mag - 23
   Spr - 18
   Dex - 42
   Luck - 9

   Aerith
   Str - 22
   Vit - 11
   Mag - 47
   Spr - 22
   Dex - 32
   Luck - 25

   Red XIII
   Str - 35
   Vit - 27
   Mag - 32
   Spr - 25
   Dex - 35
   Luck - 12

   Yuffie
   Str - 37
   Vit - 8
   Mag - 38
   Spr - 11
   Dex - 50
   Luck - 12

   Vincent
   Str - 42
   Vit - 41
   Mag - 40
   Spr - 39
   Dex - 38
   Luck - 29

   Cid
   Str - 50
   Vit - 34
   Mag - 12
   Spr - 10
   Dex - 11
   Luck - 90

For some reason I am missing Cait Sith (Admittedly, I don't use him very much either)


For the rank up options, I do have those as well on my PC at home and I can edit this post for you and include it. Each character has 5 rank up options you can select from for the builds for a maximum of 8 total ranks...I believe one of the readme's that Sega Chief has out only indicates 4 of them and some of those values may be off now after a few changes.

I should be home from work around 3 pm MST so I'll try and get you the info before Monster Hunter World: Iceborne continues to suck my soul haha.
« Last Edit: 2019-09-16 23:45:00 by Karsh Highwind »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8561 on: 2019-09-16 21:43:14 »
Hi all I caught the flu so will be out for couple days. Will pick up peoples posts when I'm a bit better

iDerek759

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8562 on: 2019-09-16 23:02:15 »
Oh, bummer Chief :(

Get well soon!

nirwanda

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8563 on: 2019-09-16 23:52:22 »
Hey Sega Chief, sorry you've been feeling under the weather. Best wishes, man.
I've been having  a lot of fun with the mod, though I'm a little stuck on something.

Spoiler: show

The only hint we get for the piano in shinra mansion is "melody". Are we supposed to play tifa's theme? I tried that but whenever I press [switch] (insert or X in the xbone controller) the text box temporarily closes and reopens and a cancel sound plays instead of the aproppiate sound.
I haven't been able to play it in her piano either. [switch] works fine and the melody is the same one as I remember but there is no recognition of playing it right (the one gil you got at this point in the vanilla game). Is there some hint I'm missing. Was the melody changed? Or am I doing something wrong? (it's my first time playing ff7 pc)
BTW the Tifa melody i found online was: [C] [Insert] [V] ([Page Up]+[V]) ([Page Up]+[Insert]) [C] [Insert] [V] ([Page Up]+[C]) [X] [C] [Insert] [C]

calamitycain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8564 on: 2019-09-18 08:26:42 »
Hello, on "Disc 3" of the Steam Version here, and finally taking on my party's final limit break sidequests. Which are great, but the game isn't terribly clear on all of them.

Right now I'm stuck on Cid's sidequest. I visited the Tiny Bronco, and the mechanic made allusions to needing something Shin-Ra made, and mentioned Wall Market.

Well I went to Wall Market and scoured it. It's possible I missed something but I know I checked every place anything Shin-Ra or mechanical could be.

Furthermore when I search playthroughs of this mod, this doesn't match my playthrough at all: when the party returns to Cid's house, there is no discussion about the Tiny Bronco - instead they meet Cid's protoge and fight his creations? The playthroughs also show Tifa as party leader, making me believe I could have pursued everyone's final limit breaks before regaining Cloud - an option that was not made available to me. The "New Threat" guy on the Highwind's bridge didn't become available until I hit the Northern Cave after defeating Hojo. So far I've gotten Barret's and Red XIII's without issue (unless you count the pain and humiliation of multiple defeats haha) and have located but not yet beaten Vincent's and Yuffie's.

TL;DR So here's my questions:

1) Has the quest for Cid's final limit changed in this most recent version of the mod? Because let's plays of the mod seem to indicate that. Unless...

2) Is there a bug where the little twerp doesn't appear in Cid's house like he's supposed to? Or...

3) Am I just missing the next part of the quest due to my ignorance? I checked everywhere with Cid in my party.

markul

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8565 on: 2019-09-18 18:54:33 »
Hello, on "Disc 3" of the Steam Version here, and finally taking on my party's final limit break sidequests. Which are great, but the game isn't terribly clear on all of them.

Right now I'm stuck on Cid's sidequest. I visited the Tiny Bronco, and the mechanic made allusions to needing something Shin-Ra made, and mentioned Wall Market.

Well I went to Wall Market and scoured it. It's possible I missed something but I know I checked every place anything Shin-Ra or mechanical could be.

Furthermore when I search playthroughs of this mod, this doesn't match my playthrough at all: when the party returns to Cid's house, there is no discussion about the Tiny Bronco - instead they meet Cid's protoge and fight his creations? The playthroughs also show Tifa as party leader, making me believe I could have pursued everyone's final limit breaks before regaining Cloud - an option that was not made available to me. The "New Threat" guy on the Highwind's bridge didn't become available until I hit the Northern Cave after defeating Hojo. So far I've gotten Barret's and Red XIII's without issue (unless you count the pain and humiliation of multiple defeats haha) and have located but not yet beaten Vincent's and Yuffie's.

TL;DR So here's my questions:

1) Has the quest for Cid's final limit changed in this most recent version of the mod? Because let's plays of the mod seem to indicate that. Unless...

2) Is there a bug where the little twerp doesn't appear in Cid's house like he's supposed to? Or...

3) Am I just missing the next part of the quest due to my ignorance? I checked everywhere with Cid in my party.
In NT V1.5
Try this: Put Cid as your Leader  in the party, and go to wall Market ,to the Machine Gun Room.

markul

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8566 on: 2019-09-18 19:20:07 »
Hey Sega Chief, sorry you've been feeling under the weather. Best wishes, man.
I've been having  a lot of fun with the mod, though I'm a little stuck on something.

Spoiler: show

The only hint we get for the piano in shinra mansion is "melody". Are we supposed to play tifa's theme? I tried that but whenever I press [switch] (insert or X in the xbone controller) the text box temporarily closes and reopens and a cancel sound plays instead of the aproppiate sound.
I haven't been able to play it in her piano either. [switch] works fine and the melody is the same one as I remember but there is no recognition of playing it right (the one gil you got at this point in the vanilla game). Is there some hint I'm missing. Was the melody changed? Or am I doing something wrong? (it's my first time playing ff7 pc)
BTW the Tifa melody i found online was: [C] [Insert] [V] ([Page Up]+[V]) ([Page Up]+[Insert]) [C] [Insert] [V] ([Page Up]+[C]) [X] [C] [Insert] [C]

The melody is the same dont worry for that sound or the text box blinking.Maybe you have other  keyboard config.

Notes:
Do, Re, Mi, Ti, La, Do, Re, Mi, So, Fa, Do, Re, Do

Cancel, Switch, Menu, Pgup+Menu, Pgup+Switch, Cancel, Switch, Menu, Pgup+Cancel, OK, Cancel, Switch, Cancel

calamitycain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8567 on: 2019-09-18 20:10:04 »
In NT V1.5
Try this: Put Cid as your Leader  in the party, and go to wall Market ,to the Machine Gun Room.

Okay thanks. How do I change leaders? I've read that I have to go into the Northern Cave to do that (haven't tried it yet), but I've also ready that you go to the Operations room in the Highwind, which I've tried, but the guy there just acts as a save point (PHS/Save/Restore HP/MP).

nirwanda

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8568 on: 2019-09-18 21:10:52 »
Thanks for the help, but still not getting results.
Tried it again, tried with keyboard and joystick, tried changing the key configuration, nothing seems to matter. Besides switch, Pgup+menu also seems to trigger the blinking, pgup+switch, doesn't, though...
https://youtu.be/gOZzJHmMawc

BTW: I'm using the steam version and no other mods.
« Last Edit: 2019-09-18 21:27:49 by nirwanda »

Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8569 on: 2019-09-18 22:11:23 »
I don't have the initial stats on hand at the moment as I am at work, but I can pull those numbers for you when I get home.

Spoiler: show
-) Character Base Stats

   Cloud
   Str - 43
   Vit - 28
   Mag - 27
   Spr - 32
   Dex - 16
   Luck - 14

   Barret
   Str - 45
   Vit - 43
   Mag - 9
   Spr - 37
   Dex - 8
   Luck - 12

   Tifa
   Str - 47
   Vit - 12
   Mag - 23
   Spr - 18
   Dex - 42
   Luck - 9

   Aerith
   Str - 22
   Vit - 11
   Mag - 47
   Spr - 22
   Dex - 32
   Luck - 25

   Red XIII
   Str - 35
   Vit - 27
   Mag - 32
   Spr - 25
   Dex - 35
   Luck - 12

   Yuffie
   Str - 37
   Vit - 8
   Mag - 38
   Spr - 11
   Dex - 50
   Luck - 12

   Vincent
   Str - 42
   Vit - 41
   Mag - 40
   Spr - 39
   Dex - 38
   Luck - 29

   Cid
   Str - 50
   Vit - 34
   Mag - 12
   Spr - 10
   Dex - 11
   Luck - 90

For some reason I am missing Cait Sith (Admittedly, I don't use him very much either)


For the rank up options, I do have those as well on my PC at home and I can edit this post for you and include it. Each character has 5 rank up options you can select from for the builds for a maximum of 8 total ranks...I believe one of the readme's that Sega Chief has out only indicates 4 of them and some of those values may be off now after a few changes.

I should be home from work around 3 pm MST so I'll try and get you the info before Monster Hunter World: Iceborne continues to suck my soul haha.
Hey thanks.

And sorry to hear that Sega, feel better soon.
« Last Edit: 2019-09-18 22:17:17 by Fauve »

demos1085

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8570 on: 2019-09-19 00:12:22 »
Sorry to hear you got sick Sega Chief, hope you get better soon.

Also a quick question for when you rejoin the forums: Any idea when there will be a new version of the vanilla combat mode? I am really looking forward to that one.

Anyway, best wishes, hope to see you back soon.

calamitycain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8571 on: 2019-09-19 17:26:49 »
In NT V1.5
Try this: Put Cid as your Leader  in the party, and go to wall Market ,to the Machine Gun Room.

Ah, figured it out by braving the Northern Crater finally. I figured I could nab all the limits without touching the Crater, given that the New Threat dude was there already. Besides, New Threat taught me not to underestimate new zones. haha Thanks again.

markul

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8572 on: 2019-09-19 17:41:38 »
Okay thanks. How do I change leaders? I've read that I have to go into the Northern Cave to do that (haven't tried it yet), but I've also ready that you go to the Operations room in the Highwind, which I've tried, but the guy there just acts as a save point (PHS/Save/Restore HP/MP).
In that room ,to the right ,must be another guy .If not,try to go to the bottom of the Northern Cave and check again

Thanks for the help, but still not getting results.
Tried it again, tried with keyboard and joystick, tried changing the key configuration, nothing seems to matter. Besides switch, Pgup+menu also seems to trigger the blinking, pgup+switch, doesn't, though...
https://youtu.be/gOZzJHmMawc

BTW: I'm using the steam version and no other mods.
Its strange,in that video, i only hear 11 sounds and there are 13. Check every note.
« Last Edit: 2019-09-19 17:45:03 by markul »

nirwanda

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8573 on: 2019-09-19 19:56:59 »
Yeah. i didn't play it right that time i recorded..oops! But I have played it several times the right way when trying. here isa new recording https://www.youtube.com/watch?v=7Q32fl911E8&feature=youtu.be

markul

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8574 on: 2019-09-20 07:44:48 »
Yeah. i didn't play it right that time i recorded..oops! But I have played it several times the right way when trying. here isa new recording https://www.youtube.com/watch?v=7Q32fl911E8&feature=youtu.be
:/    \:    I dont know .Maybe you already activate the Shinra piano and didnt notice?
Spoiler: show
Try to go to the Nibel Reactor
. Or ,if you want,u can put here your savefile to check it for myself :/