Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4836434 times)

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5575 on: 2017-07-13 21:41:16 »
So i have been lurking for a while while waiting for 1.5 and Arrange .

On the discussion on Vincent, i think that (if possible) you double the chance for healing with his innate while transformed. With that you have a berserk char with decent self sustain, which compliments him not using MP.

On the rank issue, i think adding mobs that you can grind SP on before Clouds return kinda removes the purpose of having a rank system at all. From my understanding, the rank system serves several purposes, one major being for balancing bosses/enemies. If you allow early ways to grind, you might as well just let stats grow with lvls.

A suggestion, might be late but hey i can try. Is it possible to return a char to its base lvl and stats? If so that could be a way to allow "respeccing" rank ups. The cost might then be that you start att base lvl and have to grind SP for ranks again. Since you have better gear and materia, leveling back up might not be a big problem, but its steep enough of a downside to keep you playing the mod for a while.

In any case, keep up the good work, i am back to lurking again *POOF*

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5576 on: 2017-07-13 23:21:31 »
I don't know if it is possible to 'reset' a character in-game; it'd take time to add the functions, assuming it can be done. Save editors can do it, but for the game to do it means adding that functionality to the field scripts + .exe which requires time & making space for it in the .EXE.

The whole point of the rank system is so that players can decide which stats to improve as level arcs will raise stats the same way each time (with some small variance). As for when those stats should increase, it could work with either gathering SP or by gating them behind specific story events. The original SP build was much closer to the latter, with set increments from bosses only that meant you'd generally always be hitting the same ranks in each playthrough. I'm keeping it with the current system of SP gathered from enemies as things are quite late on and 1.5 is finished at this point, save for last-minute checks and tests.

strife98

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5577 on: 2017-07-13 23:59:02 »
I don't know if it is possible to 'reset' a character in-game; it'd take time to add the functions, assuming it can be done. Save editors can do it, but for the game to do it means adding that functionality to the field scripts + .exe which requires time & making space for it in the .EXE.

The whole point of the rank system is so that players can decide which stats to improve as level arcs will raise stats the same way each time (with some small variance). As for when those stats should increase, it could work with either gathering SP or by gating them behind specific story events. The original SP build was much closer to the latter, with set increments from bosses only that meant you'd generally always be hitting the same ranks in each playthrough. I'm keeping it with the current system of SP gathered from enemies as things are quite late on and 1.5 is finished at this point, save for last-minute checks and tests.

Yeeeeeesssssssss the anticipation has been killing me. Can't wait!!!

McCartyIII

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5578 on: 2017-07-14 02:36:53 »
Extract them using 7z or WinRAR, then run the executable inside. Specify the Data folder inside the FF7 folder and they should patch the files.

Took me sometime to figure things out but thank you both for your help, to me Nemesis was more fun the Viridian Weapon

Tombery

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5579 on: 2017-07-14 08:45:48 »
Hello there,

I found this project by accidence, played a few hours and must say: WOW! Thank you Sega Chief  for this great new FFVII experience.

Now I read that 1.5 is about to be released soon. Is it recommended to wait and start a new game, or can I play through Midgar on 1.4 and continue with the update. Will I miss anything?


Besides, I saw the Zack fight on youtube an this scene really, really deserves more serious dialogue. The end of crisis core was the most epic moment in FF, so we should honour our soldier first class a little bit more. But just a little   ;)
I could make some suggestions for the text, if you need a muse.

Apart from that, thanks again for your wonderful work.





ulurujamman

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5580 on: 2017-07-14 20:43:40 »
Does the Imperial Guard do anything special? The text just says 'advanced protection'... Also, is there something about either the Escort Guard or the Circlet that randomly gives you reflect? It's happened on a couple of fights now and I can't tell what's causing it.

Realise that you're coming to the end of development on 1.5 now so imagine it's too late to do anything about, but it would be great if there was some way of making certain effects (reflect, peerless, lucky girl, shield, resist) more visible and obvious. Majority of my frustrations in the game have come from not understanding what exactly was going on with a certain attack/buff. Otherwise, as always, thanks for your hard work - can't wait to see what you do with FF8!

Robo Jesus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5581 on: 2017-07-14 21:21:53 »
Does the Imperial Guard do anything special? The text just says 'advanced protection'... Also, is there something about either the Escort Guard or the Circlet that randomly gives you reflect? It's happened on a couple of fights now and I can't tell what's causing it.

Realise that you're coming to the end of development on 1.5 now so imagine it's too late to do anything about, but it would be great if there was some way of making certain effects (reflect, peerless, lucky girl, shield, resist) more visible and obvious. Majority of my frustrations in the game have come from not understanding what exactly was going on with a certain attack/buff. Otherwise, as always, thanks for your hard work - can't wait to see what you do with FF8!
I believe Imperial Gaurd is just a really good 'regular' bangle with no special features. Really good physical/magical protection and evasion. :shrugs:

Peerless makes the character/enemy effected with that status to glow a nice golden yellow and shiny while it is in play, with magical/physical attacks not doing any damage to that character/creature while it is in effect.

"Lucky Girl" is just critical hits, and the name is based on what it was called in the game data itself. I do agree that it would be nice if Reflect/Shield/Resist made the effected character another color while it was in play like Regeneration and Peerless does. Blue and Purple and Orange as colors would work well for that considering Regeneration uses "Red" and Peerless uses that "Golden Yellow", but it's quite possible that the game data only allows the "Red" and "Golden Yellow" as colors to show up like that (and nothing else :-(). Still, if it can be done, it would be a nice addition.
« Last Edit: 2017-07-14 21:23:46 by Robo Jesus »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5582 on: 2017-07-14 22:25:28 »
Hello there,

I found this project by accidence, played a few hours and must say: WOW! Thank you Sega Chief  for this great new FFVII experience.

Now I read that 1.5 is about to be released soon. Is it recommended to wait and start a new game, or can I play through Midgar on 1.4 and continue with the update. Will I miss anything?


Besides, I saw the Zack fight on youtube an this scene really, really deserves more serious dialogue. The end of crisis core was the most epic moment in FF, so we should honour our soldier first class a little bit more. But just a little   ;)
I could make some suggestions for the text, if you need a muse.

Apart from that, thanks again for your wonderful work.

In the current build, the entire Zack flashback was re-implemented so no worries on that.

Does the Imperial Guard do anything special? The text just says 'advanced protection'... Also, is there something about either the Escort Guard or the Circlet that randomly gives you reflect? It's happened on a couple of fights now and I can't tell what's causing it.

Realise that you're coming to the end of development on 1.5 now so imagine it's too late to do anything about, but it would be great if there was some way of making certain effects (reflect, peerless, lucky girl, shield, resist) more visible and obvious. Majority of my frustrations in the game have come from not understanding what exactly was going on with a certain attack/buff. Otherwise, as always, thanks for your hard work - can't wait to see what you do with FF8!

Imperial Guard has been changed to give buffs similar to the Crystal Bangle albeit with slightly better defensive stats on it.

There was discussion before about making more statuses visible, and it does seem to be possible but I don't know how to implement it. I've revised every boss attack in the game, but I could add some messages for special ones that inflict statuses that are battle-changing but invisible to the user (such as Resist).

ulurujamman

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5583 on: 2017-07-15 00:48:31 »
I've revised every boss attack in the game, but I could add some messages for special ones that inflict statuses that are battle-changing but invisible to the user (such as Resist).

That would be fantastic - I just finished the Hojo fight, for instance, and it was very useful having the message telling you when he was Guarding and when he was 'M'Guarding.

Have to say, now I'm near the end, the balance has felt perfect for a no-level playthrough of the main story content - boss fights have been consistently tough, without being unfair. Nearly all have had unique characteristics that offered opportunities to beat them, without being exploitable. I finished the Midgar section having had to use literally every elixir, turbo ether and megalixir in my inventory. Looking forward to playing it all again in the new update and trying out the new bosses with some slightly stronger characters!

Tombery

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5584 on: 2017-07-15 13:34:51 »
In the current build, the entire Zack flashback was re-implemented so no worries on that.


<--Another happy customer.  :)

Leeloo

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5585 on: 2017-07-17 05:38:05 »
-
« Last Edit: 2018-05-18 01:09:13 by Leeloo »

selius

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5586 on: 2017-07-17 09:46:37 »
1.5 is finished at this point, save for last-minute checks and tests.

hype

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5587 on: 2017-07-17 14:06:46 »
I have just found out about this amazing sounding and looking mod but Im not sure if I should start it now since you said version 1.5 is coming. Should I wait? Will 1.5 require a new game or does it have some significance changes in midgar that I will miss if I start now? Thanks.

Edit. BTW does the W-item glitch work in your mod? Im not going to use it anyway but it sure would be nice to not have an option tempting me of doing so..

There shouldn't be too many significant changes in the Midgar area between 1.4 and 1.5. A couple of the bosses might be different though, and the drops you get.

W-Item does still work, but it's gated behind a strong boss on Disc 2/3.


trololo

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5588 on: 2017-07-18 11:20:14 »
hi
will I get all achievements using this mod without problem?
excuse my english
 good day

ulurujamman

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5589 on: 2017-07-18 17:36:55 »
Have to say I'm not the biggest fan of the Tyrant fight as it currently stands. I like the mechanic of an enemy beserking itself for a final push, like Rude sometimes does. Problem in this case is that he seems to do it after losing only a small percentage of his health, which means the rest of the fight is a repetitive slog once you've survived the initial onslaught.

Also, given that Sense doesn't work with the higher HP values in the mod, would you consider releasing something like a bestiary with 1.5?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5590 on: 2017-07-19 00:04:15 »
hi
will I get all achievements using this mod without problem?
excuse my english
 good day

If using the stand-alone installer then you'll get the majority of the game's achievements; some might be missed due to script changes. If using 7H then achievements won't be available.

Have to say I'm not the biggest fan of the Tyrant fight as it currently stands. I like the mechanic of an enemy beserking itself for a final push, like Rude sometimes does. Problem in this case is that he seems to do it after losing only a small percentage of his health, which means the rest of the fight is a repetitive slog once you've survived the initial onslaught.

Also, given that Sense doesn't work with the higher HP values in the mod, would you consider releasing something like a bestiary with 1.5?

Yeah, I'll add boss HP, etc. to a document so it can be checked.

Maverick4031

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5591 on: 2017-07-19 01:20:50 »
hey i really hope people are still on this thread. i've been playing recently and i think something is broken. specifically cloud's level 4 limit quest vs zack. i don't get the proper scene, zack isn't properly equipped, he doesn't drop omnislash when i win, and the only dialogue is from part of the original flashback where zack gets killed at midgar. any ideas? i'd really appreciate some help.

Maverick4031

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5592 on: 2017-07-19 01:22:03 »
btw as far as i know.....i have 1.4, but i may have goofed something during installation, idk.

Robo Jesus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5593 on: 2017-07-19 02:37:31 »
btw as far as i know.....i have 1.4, but i may have goofed something during installation, idk.
Well, can you tell us more details?

Are you using Steam? Or the older CD's? Something else? And did you install the mod using 7H, or did you use the exe you can download on the first page?

Those details in turn allow us to figure out what is going on, and how you can fix it. That said, when things screw up like what you're describing, there is an extra guy on the airship that was added to give players the items that didn't show up. He's next to the merchant in the black cloak, walking around.

ulurujamman

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5594 on: 2017-07-19 02:42:16 »
Yeah, I'll add boss HP, etc. to a document so it can be checked.

Cheers buddy

Just for the sake of the challenge run I'm doing at the moment, are there any enemies in the game that drop Turbo Ethers/Elixirs, or have them as a steal? Doc says Trickplays, but I'm getting nothing but Porov Nuts...

Also, how does the calculation for steal vs rare steal vs v rare steal work? Is it luck based?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5595 on: 2017-07-19 12:26:29 »
hey i really hope people are still on this thread. i've been playing recently and i think something is broken. specifically cloud's level 4 limit quest vs zack. i don't get the proper scene, zack isn't properly equipped, he doesn't drop omnislash when i win, and the only dialogue is from part of the original flashback where zack gets killed at midgar. any ideas? i'd really appreciate some help.

Make sure the flevel hotfix patch is applied then go speak to the NPC that's hanging around by the entrance to the Highwind's chocobo pen; he should check for conditions met and hand over omnislash. The problem was that the script line in the Zack event to drop the item was missing.

Cheers buddy

Just for the sake of the challenge run I'm doing at the moment, are there any enemies in the game that drop Turbo Ethers/Elixirs, or have them as a steal? Doc says Trickplays, but I'm getting nothing but Porov Nuts...

Also, how does the calculation for steal vs rare steal vs v rare steal work? Is it luck based?

I'm not too sure; everything's in upheaval at the moment. I'm going through 1.5 files at the moment to update all the documentation. I imagine that sort of thing would only be available from enemies that are accessible for short periods of time (like COMMANDO: 2nd in the mural room of Temple of the Ancients) and/or the Crater. You could try stronger enemies like Sea Worm and Tonadu but they probably drop Dragon Scales/Bird Wings. As for the steal chance, it's a similar set-up to the Vagyrisk Claw in default FF7; 2 'normal' steal checks have to fail then a 3rd low-chance check has to proc. The goal was to have only a few rare steals proc per playthrough and for them to be potentially run-changing (like armour, etc.) but it was disrupting people's first runs + they were more farmable than I realised.

Maverick4031

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5596 on: 2017-07-19 16:31:00 »
so i mean....the NPC thing still worked, but even after updating with the patch and loading an older save, that whole thing still doesn't look like its supposed to. there's still no conversation with zack, in a pre-battle scene or during battle or after winning....as the scene is just zack being shot down and cloud crawling to him and the shinra guys talking. zack still has buster instead of ultima. at any rate i am glad you guys put that "lost and found" guy in there....just disappointed that i can't get the scene or anything to work correctly. but i do have omnislash at least.

i did have another question in regards to arena battles. i heard there was supposed to be some extra boss enemies in there beyond gilgamesh's special battle run and the silver, gold, platinum matches......but i don't see any way to get them. do they show up after i beat platinum (nemesis), or is there more issues with my game? having watched other play this mod i really liked it so i just want to experience it the way its supposed to be lol.

also my apologies. i used the jan 6th 2017 installer on page 1 and i think the ff7 version is the 2012 remake one....i don't believe its the steam version. lol
« Last Edit: 2017-07-19 16:36:04 by Maverick4031 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5597 on: 2017-07-20 00:43:44 »
so i mean....the NPC thing still worked, but even after updating with the patch and loading an older save, that whole thing still doesn't look like its supposed to. there's still no conversation with zack, in a pre-battle scene or during battle or after winning....as the scene is just zack being shot down and cloud crawling to him and the shinra guys talking. zack still has buster instead of ultima. at any rate i am glad you guys put that "lost and found" guy in there....just disappointed that i can't get the scene or anything to work correctly. but i do have omnislash at least.

i did have another question in regards to arena battles. i heard there was supposed to be some extra boss enemies in there beyond gilgamesh's special battle run and the silver, gold, platinum matches......but i don't see any way to get them. do they show up after i beat platinum (nemesis), or is there more issues with my game? having watched other play this mod i really liked it so i just want to experience it the way its supposed to be lol.

also my apologies. i used the jan 6th 2017 installer on page 1 and i think the ff7 version is the 2012 remake one....i don't believe its the steam version. lol

I'm trying to revert the scene back to the original one; what you see in 1.4 is just that one screen but I've reinstated the entire flashback for 1.5.

Special Battle has gilgamesh in it, the Extra Battle for Silver/Gold/Platinum are handled by another NPC hanging around in the area. Look for a male Gold Saucer attendant in Battle Square, he isn't behind a desk though; he's close to the middle of the room.

The patches/mod should work with the 2012 version as well.

Jaki

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5598 on: 2017-07-23 06:58:18 »
.
« Last Edit: 2018-10-20 07:27:37 by Jaki »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #5599 on: 2017-07-23 23:56:27 »
I think it's definitely time to start working to a release date. I'm getting the materials prepared to go with the mod, and scouting for a new patcher that won't break on newer OS; but let's go with next Saturday.