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Messages - Sega Chief

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so another question. I read the readme and there was something there about morphing bosses to get nice things if I have the time and ability to try. So far I have morphed all the bosses I can since Jenova on the boat and none have turned into anything. do you have a list of who can be morphed so I dont waste my time trying to morph every single boss? I dont want to know what they turn into, just a yes or no list would be great. its really slowing me down setting up before every encounter.

Hundred Gunner
Dark Nation (not possible on Arrange Mode)
Rubicante GT
Jenova Node A
Jenova Node B
Red Dragon
Demon's Gate

Human bosses (turks, Dyne, etc.)
Gi Nattak
Lost Number
Materia Keeper
Carry Armour
Diamond Weapon
Proud Clod

There's a long stretch after the jenova1 encounter in which all bosses encountered cannot morph into anything (this includes the extra encounters I've not listed). Remember that random enemies can also be morphed and the larger/dangerous ones tend to have good stuff as well.

He was moved elsewhere, it was a bit cumbersome having a solo fight to prep for right after that one.

Cool beans!

Other minor thing, in the Dark Cave, when I spoke to the Don, Aries was just standing inside his desk, saying something about how he seems ok now. She was still there after I got Aries out of the church and went back to check since it seemed so out of place.

It's a script issue; there are two sets of models for cloud, tifa, and aeris on that field and one isn't being hidden correctly when it's not in use.

Got it. I thought it was a way to re-spec those choices.

As I'm near the end I had some minor questions; at the end of the check SP character list, there's some question marks. Is this for a hidden character? What do I need to do to unlock it, if so?

Second, is there a plan or a way to get control of Vincent back after he limits? I seriously hesitate to use him sometimes for longer fights as he basically loses his attack option and, in some fights that require more tactics/items/magic, functionally can't afford to use his limits. I'm sure there's no way to make him controllable in that state, but what if he transformed, ran through a few form-attacks, then 'died' and re-spawned with full health, clearing all status/buff/debuffs in the process? It might seem a bit hacky, but would work thematically with his passive healing him over time, and actually make using his limits not a liability in long fights.

Third, any way to pick what 'pearl' hits when quadra-all'd? I don't get to select a single target so it just picks one randomly and only hits that thing until it dies, meaning if it kills it in one hit it just stops.

Fourth; Is arrange mode good to go? Should I do that if I enjoyed the base mod? Is the content sufficiently different from the base mod?

Thank you for your time and work on all this, it's a great mod!

The SP list has a debug string in it that was copy-pasted along with the rest of them to all the save points in the game.

I've some notes for Vincent's limits and what I go with depends on what I can get to work; one plan was to do as you said, which is revert him after a certain number of attacks.

Quadra sets a random target when used with single-hit spells; I could look into changing the targeting but I'm not a fan of quadra on the whole and might be trying to do something different with it in the future.

Arrange Mode is ready to play, it's a bit wonky in places balance-wise but hopefully it does the trick.

Getting a soft-lock with carry armor.

Happens a few turns into the fight, I quadra-magic ultima, he does this, and that's it. Animations play carry armor is just frozen.

EDIT; Just found out this is a core game bug. Disregard!

Fantastic mod by the way. I've not played in literally 20 years and this is a very enjoyable experience.

It's an annoying bug, seems to happen with some multi-part enemies but not others.

Bug Report. I just noticed in Junon Town, the little fishing village area before you bribe the guard to get in, still has Barret, Yuffie, Red XIII, Aries, and Tifa sitting around talking shop. I'm on Disc 2, well after the Weapon attack and the cannon is gone, but every time I visit that area the gangs just outside.

Edit; Every time I talk to Mr Smile to reset everyone to 1, he just gives Cait Sith, Vincent, and Cid more sources, but doesn't seem to be removing any levels or letting me re-spec the other characters. So Cid now has insane stats as I've re-specced a few times, and so does Vincent/CS.

I'm level 75 ish, what should my stats look like? Any way to 'fix' it? (In the meantime I just added up everyones 'source' points in Black Chocobo, cid was at over 900, where as Tifa and Cloud who were legit 8/8 were each at 400, so I just set everyone to have 400 total 'source' points, seems fine enough.)

I think they're supposed to be there, the dialogue changes as you advance through the game. It was originally intended to have characters visible to be talked to in most towns like in Costa Del Sol but it's only been done for Kalm and Junon.

The reset should only be for the rank itself rather than the sources; it was a debug routine to sort out an issue with ranks being messed up by a scripting change. If you started a game recently then it's best to not use the reset as it was just to sort out a technical issue with players who were midway through the game.

Stat-wise, every character gets +5 to every stat for each rank (so +30 per rank, 240 over all 8 ranks). And then a further +20 to the chosen stats on each rank for +140 for all 8 ranks. So in total it should be +380 for each character.

I'll probably remove the debug routine to reset ranks in the next patch. In the future though, there will be an actual reset feature where you can properly reallocate ranks + eliminate the need for sources themselves to make it a bit more streamlined.

It turns out I actually saved after I finished the first two leagues, so I was able to use Black Chocobo to add in the items I lost for the final league. Thanks for the offer though!

EDIT: On a totally separate note, I found what appears to be a bug. Aeris is using the Wizard Staff, which restores HP on hit. I decided to give her Slash-All to try and apply that effect to my entire team. However, when I hit my team or the enemy team with her staff, she restores 999MP to every member. This is obviously a wonderful and potent effect but unless I'm missing something it doesn't seem like it's intended.

Good to hear it's sorted. The Wizard Rod I think is restoring MP instead of HP, and perhaps a bit more than intended, but it's fine for now.

Hi, I encountered a soft lock. I'm using the latest release version. After completing all Junon Leagues and talking to the guard and selecting "cancel" I can no longer move my character, open my menus, or anything. Is there a fix for this? It was very difficult to get all of those victories and I'm not keen to do it over again.

Sorry about that. I can modify your save file to get the stuff back that you've lost; as for the soft-lock, I'm not sure of the cause. I'll have another shot at fixing it.

Your save file is located in D:\YourUserName\Documents\Square Enix\FINAL FANTASY VII Steam\user_##### if it's the steam version, or just in the FF7/Save folder if it's 1998/Game Converted version. If you send that across, I can add the rewards into the inventory.

Checked the links, but the main installer link looks fine; it directs to a 174MB file.

Most of the changes from september/january will be bug fixes, innate tweaks, and other small changes.

Alright, last question for the minute. I noticed that the Goblins no longer morph into Oversoul Shards and, instead, are purchased at the Battle Square. In similar changes, does the Yoshiyuki no longer drop from M-Class soldiers on the way to the underwater reactor? I've been grinding those suckers for a while. Also, can you check on their AI? Sometimes, while fighting them, they do an attack that just... never happens. The game just stays that way forever. Effectively a crash. It doesn't display an attack, the screen just zooms out and nothing ever happens again.

Yoshiyukis still drop from M-Class; I'll figure out which attack is causing a lock.

Jeez man you are right im such an idiot, since i had battles in over world I did'nt notice jeez thank you, anyways Sega if you still read this I would still like to know the difference between the versions from september 2017 to the current one, thank you for your time

There are notepad files called patch notes in the download folder (for June and July 2018); they might not cover every single change made between the September and March versions but they should give you more of an idea of what was changed/fixed.

Yeah some of the unnamed (well, a lot) are attached to either physical attacks, speech animations, or other non-combat actions during battle. There are a lot of redundant actions though that can be shrunk down and repurposed if you take notes as you go.

Hello Guys ! :) My first post here :)

Im Playing New Threat Mod 1.5 for a 13hours
I have big problem with aersi Death - game crushing when i Reviving her.
So I instaled few patches / files. and everything go OK.
But after this changes Stats of materia changes.

And Now i don't know wchich stats is correct for NT Mod
Barrier - VIt +3      Magic Def  + 3 ,      Maxhp +3
Magic counter Mag +10      , Magic Def -26
Lighting VIt -03 ,       MagD - 3       MaxMp +3
ALL -     Mag - 5  , maxMP +3
Kjata - MAG/MAGD + 10 ,      MAXHP/MP -15
Its correct ? or no ?

Sorry for English, still learning -  Im from Poland :)

The Materia stats you posted seem correct. The latest versions of the mod changed them.

Yeah, I wound up figuring out that you can't dodge a summon and items. I'm more just complimenting the puzzle, really. That was tough.

I do have one, BIG question for you now though. I've been wondering around in the Great Glacier area for about an hour now, scouring every nook and cranny I can find for that dang Deathblow. The only mountain area I can think of is the one around the Alexander cave. Am I just an idiot? I guess I'll move on to the Gaea Cliffs for now and just... idk... check to make sure you didn't mean Gaea Cliffs when you said Mountain Area.

Edit: Oh my god. I found it in a random path immediately after asking. I guess it just blends in so well. Sigh. Fern me.

That path can be a pain to find as a specific route needs to be taken to get onto the correct screens (and even with a change of colour from cyan to yellow, it is still tough to spot). I could try changing it to a treasure chest or something for better visibility.

I realize this is a bit less theory and bugs and a bit more gameplay but uh...

Those Pagoda bosses in Wutai. What the actual fern? You're just sadistic at this point. I barely made it through Gorky. I can't freakin hit the Shakester.

Those guys are more like puzzle fights than standard ones. Gorki's theme is defence and waiting you out, but can be brought down through the use of Debarrier (or Dispel) and either fixed-damage attacks or defence-ignoring attacks.

Shake's thing is evasion but things like items ignore this and will generally hit. Otherwise a high Luck stat can override any and all evasion through a 'lucky hit check' (the % for which is Luck/4). His attacks are fairly weak so I'd recommend putting it on active ATB for this one.

I'm sorry if it has been asked before, but i've been searching and I didn't find any solution.
I can play the vanilla game without a problem. It's the steam version.
Then I patch it, and I can do it fine. But then I try to open it with the exe, and it just do nothing. And if I try the launcher, it goes black a second and goes back to the launcher again and again.
I tried a few times reinstalling, but it just doesn't work. What am I doing wrong?

So you can patch the game (assuming with a non-exe version of NT) but when the current installer is used (which alters the .exe) the game no longer runs? First question I need to ask is whether your steam copy was purchased legitimately or if it's a pirated version; the last time a user encountered a problem similar to this, it was because they had a cracked copy of FF7 Steam which meant that their .exe was losing whatever means it was using to circumvent copy protection, causing a black screen on load.

If it is a legit copy, then it may be due to either a different language version to the english one or something else interfering (7H maybe, if that's been installed/game converted).

It wasn't that. It wasn't draining off Hell Houses and such. I think those early enemies just didn't have MP. That might have been the issue. Now I'm having a brand new issue. I WILL be around to bug you about ever little thing.

In the spell list, it shows Mus (the little dudes at the Chocobo Corral place) as having L5 Suicide. They just used Quarry Charge on me. It had the same animation, but is a very different spell. Earth damage that also destroys barriers. Do they no longer have L5 Suicide? Also, if the Quarry Charge replaced it, how do I get Chocobos to use Chocobuckle? Or did that sucker get scrapped? The documentation that came with the file does not reflect these changes. (I'm not complaining, I'm just saying that I checked there first before bothering our Lord and saviour, Sega Chief.)

Also, I'm sure you get this a lot... but I would have your babies over this mod. I'm also only going to be buying the steam FF8 for the next mod.

I'm quite bad at keeping documentation up to date; L5 Suicide was indeed changed to Quarry Fuse for the latest version to try and phase out Level-based attacks (which then led to an issue with Chocobuckle, but that's since been resolved). The check for chocobuckle itself was changed so that any command can be used once the Chocobo has been fed Mimmett Greens; I might make it so that any greens works in future but for now only Mimmett (and Sylkis) Greens will set up for chocobuckle.

Alright, second stupid question. The last time that I played the mod, the Osmose had been rolled into Heal. It also absorbed MP from the target when it drained. Now, I've found the Osmose next to Aeris' house and it doesn't seem to absorb the MP it drains. Did I mess something up or has this been a semi recent change? (I was looking around in the documentation but I believe it still said that Osmose was a heal thing now. To be fair, I have a tendency to screw things up pretty horribly.

Edit: I don't want to just delete my comment. However, at the fight with Aps, Osmose started working as intended. Weird.

I think if the enemy has ran out of MP then no further MP can be drained.

I'm just popping in to ask about the hotfixes for the standalone installer. I'm not seeing a download link. Am I just an idiot? Are they no longer necessary? Disclaimer: I read a few pages of the thread looking for info on them, but I didn't go through all 300. It seems unreasonable to expect me to.

Hotfixes are only available when the main installer files have issues that I want to sort out quickly to save people from fully downloading the mod again. At the moment, the main installer files are the most recent files; there are a few things that need to be sorted out, but I'm waiting until I've got FF8 NT together first.

I've finished my playthrough on arranged and I found some more minor issues.
  • The 'Wizard Staff' descriptions says it restores hp but it's actually mp.
  • For some strange reason, the 'E. Skill' option won't appear in the 'Magic' section of the menu. Thus, the only way to check the skills you have is either in battle or in the 'Materia' section. I'm not entirely sure, but I think this doesn't happen in the normal NT playthrough.
  • Also, 'Renew's' reviving effect won't work if used in the menu, only in battle.
  • And finally, it seemed as if the strength of my characters decreased during a battle in certain occasions. Specifically in the battle arena. For example, I was fighting the 8th round just attacking because I had no materia and Cloud started dealing less damage as the battle progressed. So, maybe I was attacking 'Aps' for 120 damage and a couple of rounds later it was 85-80. I don't know whether that is always the case because I didn't delve too much into it, but it also happened in a couple of random battles this time. Not much of a problem, but I thought it was a bit rare.

Oh, and I would like to ask a question. Is the .txt file with the characters stats up to date? Are those really the stats they should start with (and if so, with or without their initial equipment)? Or have these been modified? The reason I'm asking is because I noticed that Cait Sith's stats were lower than in the file (some of them reduced by 10 or more). But I'm not sure about the rest because I forgot to check them and I haven't kept a record of their rank choices.

Wizard Staff will be corrected in the next update, but that won't be for a little while due to FF8 NT; but I might cobble together a quick patch just to iron out quick issues like these sometime in the week.

I actually encountered that enemy skill thing myself recently, but it was while playing Gjoerulv's Monomod (where enemy skill is made available early on). I'm not sure why, but it seemed to correct itself after a few screens.

I'll need to track down the spells in the .exe that are used in menus and adjust their effects; it slipped my mind.

For the Aps battle, I think one of his Tsunami variants inflicts Sadness status on both the party and himself. That'd account for the 30% deduction in damage; I think that innate stat gains are also reset between rounds, but not sure.


Thank you so much for this mod. I play ff7 once a year and this mod breathed life into my fav game of all time.

Unfortunately I think I ran into my first bug (somewhat minor since I barely use him). But when I went to do Vincents sidequest, I got the cutscene from the original game showing Vincents past. It makes me leave lucrecias cave like in the original and when I go back in she is gone and nothing happens. I saw videos on youtube where it doesnt even show that cutscene, a boss battle occurs right when you talk to lucrecia.

Was I supposed to do something on disc 2?

Oh and this has been bothering me but who is the last playable character? Im guessing its sephy since an ultimate weapon is listed as masamune. How do I recruit him? Do I just need to fight him at the n. cave? Wont that just end the game after I beat him?


It's not a bug, those scenes and their triggers weren't changed from the original game. After triggering the first scene, the second will trigger after a certain number of battles have been fought (I think it's 10 battles). To be safe, win those battles rather than running from them.

Unfortunately, the last entry on the SP check is a placeholder, not another character. The Masamune weapon is equip-able by all characters as an alternate 'ultimate weapon'.

There are a lot of recolored enemies from "Hardcore" and "New Threat" mods that would like to import to my own mod. Is that possible? It should be possible. Some mods actually do change enemy encounters on the world map, and someone was almost going to add a forest near Kalm to find Yuffie, but decided no to for some reason. If somebody managed to add a forest on the world map and change enemy encounters such as around "Fort Condor", shouldn't that mean there is a program out there that can edit the world map?

Also, how do i change attack names? Mods do it all the time .......

Did you register the four files via the command line (CMD)? Putting them in the folder on its own isn't enough, they need to be registered manually.

Like Uprisen said, if you're making a mod with other people's assets that you intend to distribute then I'd get permission from the mod authors. You can use models from my NT mod, but if you're planning to take stuff from the Hardcore mod then ask Gjoerulv first.

The sysWOW64 folder is a windows folder; it's located in:

If you don't have a 64-bit operating system then this folder likely won't exist. If it's a 32-bit operating system you have, then refer to that in the guide I linked. You can check what kind of OS you have by going to the control panel, going to System & Security, and then System to get an overview.


The minigames are their own separate modules, and chocobo models aren't coloured until they're loaded into the game (at which point, the grey chocobo model is given a hue). It'll likely require some kind of .exe modification and I haven't looked into that minigame.

The item list should be populated with the game's kernel; if you open the tool and click Settings (at the top) then Configuration, you should be see some addresses which point the tool toward the game's files; it can then use these files to show things like field models, item names, etc.

Omnislash is item ID 87.


Kimera: 3D Model Editor/Viewer
There is a tool to view/edit 3D Models but there's some steps involved and it's trickier to get running than the Wall Market tool. I'm a little hazy on the steps, but it'll involve installing some dependencies using the command line (administrator version).

First, the tool thread:

Next, download and install Visual Basic Power Packs 3.0 if you don't already have it; this can help with getting old visual basic tools to run, like Wall Market.

For Kimera, you'll need to register some dependency files to get it working, specifically: MSCOMCT2.OCX, MSSTDFMT.DLL, msvbvm60.dll, and COMDLG32.OCX. If these aren't in the Kimera download, then I can get them to you instead; some sites provide old files like these but exercise caution about downloading such files from unknown sources.

I've only installed these via Windows 7, but a guide going through different OS can be found here:

Once you've got the files, drop a copy of each into the Kimera tool folder. Next, go into the folder called Windows on your C drive and go to sysWOW64 folder. We're going to drop another copy of the four files into here, registering them via CMD one at a time. So drop those four files into this sysWOW64 folder.

Click Start and in the search bar type cmd; you'll see cmd appear above in search results; right-click this and select 'run as administrator'. On the command line, type:

and then press Enter. This gets us to the directory address where we're going to register our four files to the system.

Next, type:
and press enter.

A success message of some sort should appear. Do this for each of the four files listed above. What this does is, it takes 32bit dependencies and gets them registered with the PC so that the tool can make use of them when running. These files used to be part of the system, but changes to the .NET Framework meant that old files got ditched which leaves older tools high and dry.


ULGP: .lgp Archive Manager
While that should get Kimera working, you'll need to take some steps to actually view models as FF7 has the 3D models tied up in archives with a .lgp format. We use a tool like Luksy's ULGP tool to decompile these archives into their individual files:

When an archive has been decompiled, you can then open the models inside using their 'master' file (.hrc extension for field models from char.lgp, or files ending in 'AA' for battle models from battle.lgp; note that battle model files have no visible file extension). You can also open individual model parts too.

When edits have been made, we recompile the archive using ULGP again and it (should) be ready to go.

Yeah, I stumbled on the list you made shortly after; it'll be really useful especially with the other modules in there; cheers for putting it together.

Hi all,

I'm planning to implement some scripts and while the Deling tool does highlight which variable addresses are in use and which aren't, I suspect it doesn't covers vars that might be used outside of the field module (similar to the makou reactor tool).

I want to avoid using vars that are then used elsewhere; does anyone know of any vars (or a list of them) that are confirmed as unused?

Is there any other way to acquire it? Because I always get different items then the ones I'm supposed to looking at the walkthrough videos of the mod. Maybe a drop from some mob?

As of the latest version, Multi-Cut should be in the treasure box at the very end of the forest (note that the cave screen is no longer used with ancient forest). Should be to the right of this location at end:

Hello everyone. Newbie on here.

I've recently played this mod and I've got to say I enjoyed it from beginning to end, so congrats for your work Sega Chief. I am a seasoned player of FF7 myself and there were a couple of times when I died because I didn't set up properly. I'd like to share some of my views on the mod if you don't mind.
  • Somehow, this new rebalance of materia increasing/reducing stats felt a bit odd, especially during the first half of the game. I was not interested in equipping various materias just because they would reduce a character's stat to 0. It wasn't much of a problem later on, though, since you had more options to compensate.
  • I love the idea of not having to grind in game, but I was leveling up too fast for my liking. I was receiving a bunch of exp from bosses already so I ran from most encounters unless I wanted to morph a certain solo enemy, but these awarded a ton of exp as well. This led me to end up with lvl 1 limits for most characters on disc 3 (which I'm not too worried about) even though I tried switching them from time to time. I'm aware that you reduced the requirements to get new ones but since exp plus is obtained rather early, it could be a good idea to reduce exp gained in battles a little.
  • Also, I know it has to be difficult to make the game more balanced and I understand why you modified certain wepon/armor/accessories to try to make the game challenging. But just like with materia, after trying some I felt reluctant to use certain ones. For instance, ribbons are almost useless now (imo) because you would want to be able to cast barrier/mbarrier/shield in those few fights that truly require overall stat protection and you'd be better off using added effects and other accessories. Plus, it seems that some enemies override their effect (and the same goes for resist), though not sure that is intentional (which would make them pointless) or if it's some kind of bug. Or sprint shoes, which won't grant you haste anymore after a character is reanimated.
  • Finally, there could be a blatant message to emphasise the importance of destruct materia. Just a suggestion, as I've seen some people do not realise that dispel is your best friend here and they start cursing the mod and criticising it.

As a side note, I noticed that Cait Sith triple weapon is actually wrongly adjusted. The slot type is fine, but the growth says 'nothing' (and I checked you don't gain AP). Also, is vincent's triple weapon missing? Or am I just to blind that I cannot find it in the Genilka?

Anyway, I'm thinking about starting another playthrough when I have time, but on Arranged mode this time. Is there much of a difference apart from changes in enemies AI? And will the spreadsheets still be useful or have items changed completely? There isn't much info about it on the documents. Sorry for the lengthy post, and congrats again for this great mod!

The materia bonus/penalties were altered recently to have more of an impact, but there's likely fine-tuning needed to be made.

EXP was an issue in the original builds of the game, so I built in some 'soft-caps' to every 10 levels (11, 21, 31, 41, etc.) to try and help with that, increasing the EXP given by enemies in later areas at an exponential rate to boost players through the caps; it sort of works, but not for everyone. A potential alternate solution is maybe setting it so that enemies give reduced EXP once the player party is higher level than them.

As for Destruct, I think it starts equipped on Red XIII. If Sample HO512 made use of some grand ability that gives statuses like Peerless or Shield, then some text claiming Destruct/Debarrier will work against it, then that might keep it in player's minds as something that can turn a fight around for the future. I've seen a lot of runs where Destruct is usually shelved and forgotten about.

Alright thanks. I just got to the sunken gelnika and I found the triple materia growth weapons for several characters, except red XIII, cait sith, and vincent. Am i missing them, are they in a different place, or do they not have one?

Edit: Forgot about the Seraph Comb for Red, but cait sith and vincent still appear to not have one.

Oh, if you're on Disc 2/3 then you can pick up a precious watch from floor 63 while revisiting Shinra HQ. I thought you were betting on chocobo races cause you didn't have a racing one yet.

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