Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 1528700 times)

jugend

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6925 on: 2018-06-08 00:30:44 »
Playing on arranged with the modified .exe and I can't help but feel, at least at these early stages (just leaving rocket town) Tifa is seems really OP. I might hit something like 1.2k -1.7k ish with climhazard, but tifa is hitting at least 1k a hit, and often much more x4... seems way too much for now.  She can basically decimate a large chunk of a boss's hp with a singlec LB.
« Last Edit: 2018-06-08 03:33:21 by jugend »

jugend

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6926 on: 2018-06-08 02:31:08 »
Sorry, for the double post, this is unrelated to the lasts content. So I'm really finicky about things like character stats and like everyone to be on the same sort of level because I use almost everyone. So when I saw the stat rank system, and that my characters were ranking up several times before I would get later characters like cid/vicent and they would only have 1 saved up by the time I reached them, I decided to start over and not spend any ranks until I had all characters, that way they'd all be at exactly the same rank level. But upon getting cid/vicent,  they got 3 rank ups? While all the other characters remained at 1 :(

Is there any way I can get around this, somehow get all the characters to the same rank level, maybe using an editor? I really don't want to have to start again :(
Or is there anyway I can just reset vincent/cid back to only one rank stored? So they can match everyone else.
Playing arranged with modified .exe

edit: solved on discord, thanks Sega Chief!
« Last Edit: 2018-06-08 14:41:33 by jugend »

jdhayward

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6927 on: 2018-06-08 06:52:56 »
Any kind of hosting service; mediafire, dropbox, etc.

Hi Sega Chief,

I've done a full bootleg install (installed your mod first then bootleg over the top) so I have all the custom models/field textures/battle models I would like and your mod in its visible but not fully working/installed state.

I have uploaded battle.lgp, char.lgp, flevel.lgp, kernel.bin, scene.bin

http://www.mediafire.com/folder/pvxkls7yu4pue/FF7

Thanks

dalecooper

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6928 on: 2018-06-09 04:41:33 »
Was really enjoying this mod until now I'm at the whirlwind maze part and, I guess Cloud's innate is causing his ATK stat to roll over back to 1 because at the beginning of battles he'll be fine but as soon as someone does a limit he's doing 1-5 damage. he's 8/8 with around 245 atk with gold armlet and power wrist. seriously great mod though, I've been enjoying the crap out of it.

edit: ahh I see that this is a known problem, I'll just have to take off the armor or accessory.
« Last Edit: 2018-06-09 04:55:47 by dalecooper »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6929 on: 2018-06-09 11:34:36 »
Was really enjoying this mod until now I'm at the whirlwind maze part and, I guess Cloud's innate is causing his ATK stat to roll over back to 1 because at the beginning of battles he'll be fine but as soon as someone does a limit he's doing 1-5 damage. he's 8/8 with around 245 atk with gold armlet and power wrist. seriously great mod though, I've been enjoying the crap out of it.

edit: ahh I see that this is a known problem, I'll just have to take off the armor or accessory.

Yeah, his innate wasn't given a check like the other characters to prevent roll-over. I've just finished with college (unless I have amendments to make next week to submitted project) so I'm going to be putting out a big patch soon to fix up problems and bugs like this.

Robo Jesus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6930 on: 2018-06-10 06:36:35 »
Game is crashing at the fight after Aeris' death in the Ancient city in disc 1. As I saved right before that point, I will edit in more details regarding what I'm experiencing on both paths here. Hopefully this is something that is a 'maybe it will crash' issue here so I can get past it, otherwise I'm stuck. Anyways, will be back with edits and details.

EDIT; Ok, I tested four times. Twice on saving Aeris, twice on letting her die. The game crashes before it asks for me to load disc 2 on both options. With the "Wait-" option, it crashes after Cloud uses a Pheonix Down on her (before the next part after that can load). On the "Wake Up" option, it crashes right after the water burial.
« Last Edit: 2018-06-10 07:35:20 by Robo Jesus »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6931 on: 2018-06-10 13:37:43 »
Game is crashing at the fight after Aeris' death in the Ancient city in disc 1. As I saved right before that point, I will edit in more details regarding what I'm experiencing on both paths here. Hopefully this is something that is a 'maybe it will crash' issue here so I can get past it, otherwise I'm stuck. Anyways, will be back with edits and details.

EDIT; Ok, I tested four times. Twice on saving Aeris, twice on letting her die. The game crashes before it asks for me to load disc 2 on both options. With the "Wait-" option, it crashes after Cloud uses a Pheonix Down on her (before the next part after that can load). On the "Wake Up" option, it crashes right after the water burial.

This happens for a small % of players but never found out the cause because the scripts appear to be fine, so I suspect it's something else. Are you playing on a regular Steam version (as in, no cracks, etc.) and are there any other mods involved? It's very close to a disc check/achievement hook so I'm wondering if it's to do with that.

Robo Jesus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6932 on: 2018-06-10 20:51:50 »
This happens for a small % of players but never found out the cause because the scripts appear to be fine, so I suspect it's something else. Are you playing on a regular Steam version (as in, no cracks, etc.) and are there any other mods involved? It's very close to a disc check/achievement hook so I'm wondering if it's to do with that.
The only things that can maybe count as extra mods would be the YAMP MDef fix, the "Always run" YAMP mod that switches walking and running, and the Chocobo Fix patch. I still have the old game discs from the ancient olden days (along with their inbuilt problems that need to be fixed via the 'mods' up above) that had been sitting around in a box in my room before I learned of NT. :P

Every time you do a new major update, I uninstall and reinstall and start from the beginning to see if issues pop up as I go along, because you're not going to get good feedback otherwise. Never had this particular issue before. :shrugs:

The YAMP mod for the MDef fix was by the user dziugo on this site, and the AlwaysRun modification was by Kruci. Dunno if that helps you any. :shrugs again:

I would have installed Aali's driver, but DL links for it were down pretty much every time I looked, so I stopped looking. :shrugs like sir shrugsalot:

Second Edit; Huh, after checking for when I last checked on Aali's stuff, that was three years ago. Damn, where does the time go? Anyways, since they finally put up another DL link for Aali's driver (because I had checked over the course of months way back then with no fixes for the broken DL links) I'll uninstall and reinstall everything (while saving the save files) using that and check to see if I'm still having the same issues.
« Last Edit: 2018-06-11 09:47:17 by Robo Jesus »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6933 on: 2018-06-12 13:17:38 »
The only things that can maybe count as extra mods would be the YAMP MDef fix, the "Always run" YAMP mod that switches walking and running, and the Chocobo Fix patch. I still have the old game discs from the ancient olden days (along with their inbuilt problems that need to be fixed via the 'mods' up above) that had been sitting around in a box in my room before I learned of NT. :P

Every time you do a new major update, I uninstall and reinstall and start from the beginning to see if issues pop up as I go along, because you're not going to get good feedback otherwise. Never had this particular issue before. :shrugs:

The YAMP mod for the MDef fix was by the user dziugo on this site, and the AlwaysRun modification was by Kruci. Dunno if that helps you any. :shrugs again:

I would have installed Aali's driver, but DL links for it were down pretty much every time I looked, so I stopped looking. :shrugs like sir shrugsalot:

Second Edit; Huh, after checking for when I last checked on Aali's stuff, that was three years ago. Damn, where does the time go? Anyways, since they finally put up another DL link for Aali's driver (because I had checked over the course of months way back then with no fixes for the broken DL links) I'll uninstall and reinstall everything (while saving the save files) using that and check to see if I'm still having the same issues.

So you're playing the 1998 game without Aali's driver installed? Besides the minigames, there's a lot of problems with this game running on modern machines that the driver sorts out (it also has the MDEF% patch built into it nowadays, as well as the 1.02 patch). If the issue is still happening then we'll go from there.

***
@jdhayward
Checking the PRP files vs NT; looks like Bootleg has injected the model files correctly which is a huge timesaver. The scene and kernel, however, are still default which would result in the flevel feeding in the wrong encounter IDs as some were removed/repurposed from Reactor 1 onwards.

I made a quick scene/kernel hotfix patch; use the same patching process you used when sending me those files (unless you've still got that ready to go) and try patching it with this: http://www.mediafire.com/file/zb3c1a9dizbxhwe/NT%20Mod%20HotFix%20Scene.zip
(run as admin, set permissions)

What that installer will do is it'll replace the default scene and kernel with NT versions, leaving everything else alone. Assuming the flevel is OK, that should be you good to go. If not, let me know.

jdhayward

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6934 on: 2018-06-12 14:04:56 »
Thanks so much!

13arabba

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6935 on: 2018-06-13 17:00:58 »
Really great mod! I have some things I would like to see in the mod:

Nemesis renamed to Kaiser WEAPON as a reference to Kaiser Dragon, and Nemesis' arms replaced with two more heads giving it an appearance similar to Kaiser Ghidorah from Godzilla: Final Wars and a different appearance to Ultimate WEAPON.

Cloud's dialogue when Aeris dies being replaced with "Aeris! Aeris! …. Aeris… Nooo!! This isn't happening!! There's no reason for me to go on! What… What am I fighting for?!"

Cloud and Tifa's dialogue at the end of Disc 2 replaced with "Baby, do you think its possible that anyone else in the world is doing this very same thing at this very same moment?"
"I hope so, otherwise, what the hell are we trying to save?"
while "I Don't Wanna Miss a Thing" by Aerosmith plays in the background, and a box of animal crackers is added as a key item.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6936 on: 2018-06-13 19:46:57 »
Really great mod! I have some things I would like to see in the mod:

Nemesis renamed to Kaiser WEAPON as a reference to Kaiser Dragon, and Nemesis' arms replaced with two more heads giving it an appearance similar to Kaiser Ghidorah from Godzilla: Final Wars and a different appearance to Ultimate WEAPON.

Cloud's dialogue when Aeris dies being replaced with "Aeris! Aeris! …. Aeris… Nooo!! This isn't happening!! There's no reason for me to go on! What… What am I fighting for?!"

Cloud and Tifa's dialogue at the end of Disc 2 replaced with "Baby, do you think its possible that anyone else in the world is doing this very same thing at this very same moment?"
"I hope so, otherwise, what the hell are we trying to save?"
while "I Don't Wanna Miss a Thing" by Aerosmith plays in the background, and a box of animal crackers is added as a key item.







Work-in-progress with placeholder heads



13arabba

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6937 on: 2018-06-13 21:09:06 »
That- oh- it's all so beautiful! Thank you, Sega Chief!

Magmarock

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6938 on: 2018-06-13 23:31:03 »
Hi, I recently completed your mod. I thoroughly enjoyed it.

I did find a few oddities, glitches, and possibly some issues with the steam version of FFVII itself, I didn't go too in-depth with my testing, so apologies if what I'm saying is redundant. The version I played I believe was the September 2017 1.5 version. I did use the March 2018 version post-mortem, so I'm not sure if these glitches exist in that version. I played on "Arranged" mode if that's relevant.

I was unable to switch out Cloud in the late game, I tried on the highwind, on the world map, and also in a city's save crystal. Luckily this is easy to fix as I can just load up Black Chocobo.

It's possible to keep your scores in the junon league fights. After winning/losing a battle, if you choose to discontinue fighting in that league, switch to a different league and then check the standings, the scores from the previous league will not be reset.

The Escort Guard armor doesn't supply a halved gravity resistance as the text suggests.

The gate in the sector 7 slums area shows that it's closed but can actually be walked through after you enter the dark cave and you can rebattle the Biggs/Wedge/Jessie amalgamation.

The game soft-locks if you enter the dark cave without reviving Aeris once you make it to the church.

From then on I downloaded the March 2018 version and noticed another oddity. When Vincent transforms into one of his limit break forms, each of his attack will trigger Cloud's limit stack. Rather useful, but probably unintended.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6939 on: 2018-06-14 03:36:50 »
Hi, I recently completed your mod. I thoroughly enjoyed it.

I did find a few oddities, glitches, and possibly some issues with the steam version of FFVII itself, I didn't go too in-depth with my testing, so apologies if what I'm saying is redundant. The version I played I believe was the September 2017 1.5 version. I did use the March 2018 version post-mortem, so I'm not sure if these glitches exist in that version. I played on "Arranged" mode if that's relevant.

I was unable to switch out Cloud in the late game, I tried on the highwind, on the world map, and also in a city's save crystal. Luckily this is easy to fix as I can just load up Black Chocobo.

It's possible to keep your scores in the junon league fights. After winning/losing a battle, if you choose to discontinue fighting in that league, switch to a different league and then check the standings, the scores from the previous league will not be reset.

The Escort Guard armor doesn't supply a halved gravity resistance as the text suggests.

The gate in the sector 7 slums area shows that it's closed but can actually be walked through after you enter the dark cave and you can rebattle the Biggs/Wedge/Jessie amalgamation.

The game soft-locks if you enter the dark cave without reviving Aeris once you make it to the church.

From then on I downloaded the March 2018 version and noticed another oddity. When Vincent transforms into one of his limit break forms, each of his attack will trigger Cloud's limit stack. Rather useful, but probably unintended.

For swapping out Cloud as party leader, I think it first requires that you go to bottom of north crater first so that the split-up scenes no longer trigger and then head to the Operation Room of the Highwind and talk to the NPC on the right to change party leader.

I didn't know about that exploit for junon leagues, I'll set it to reset; thanks for catching that one.

Some of the equipment was off; I'll double-check escort guard.

Yeah, Dark Cave in general is a bit buggy; I knew about the gate problem, but not the church softlock. I'd better sort that out.

Cloud's Limit stacks proc for Limits, and technically every command used by Vincent's beast forms are Limit Breaks. It was an oversight on my part, I might set up the AI to exclude the range of his abilities if I have the space. Otherwise I'll call it a feature.

oncloudvii

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6940 on: 2018-06-15 18:52:52 »
Currently enjoying the hell out of 1.5. Pretty much the best mod I've ever played and it's really renewed my enjoyment for this old game.

I'm all up to date with the current patches, but I'm having some trouble with the Dark Cave as well. I went into the Dark Cave with Aeris dead. Got all my characters back in the Dark Cave, but when I go to the church, the security dudes just stand around laughing and vanish when I get close to them. The game doesn't crash or anything, the next part of the quest just doesn't trigger.

I also noticed a strange bug in the Highwind: when you talk to one of the ex-SOLDIERs in the chocobo pen, it triggers a battle with Demon/Satan Gate. Definitely an interesting surprise!

NeoDraconis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6941 on: 2018-06-16 02:57:32 »
About to jump into 1.5 via 7th Heaven; any graphics mods I should avoid? Also, should I avoid the music mod?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6942 on: 2018-06-16 14:08:52 »
Currently enjoying the hell out of 1.5. Pretty much the best mod I've ever played and it's really renewed my enjoyment for this old game.

I'm all up to date with the current patches, but I'm having some trouble with the Dark Cave as well. I went into the Dark Cave with Aeris dead. Got all my characters back in the Dark Cave, but when I go to the church, the security dudes just stand around laughing and vanish when I get close to them. The game doesn't crash or anything, the next part of the quest just doesn't trigger.

I also noticed a strange bug in the Highwind: when you talk to one of the ex-SOLDIERs in the chocobo pen, it triggers a battle with Demon/Satan Gate. Definitely an interesting surprise!

Sounds like you're playing the pre-exe version; it's a little behind the .exe prototype up here on Qhimm in terms of bugfixes. The satan's gate thing is a debug thing I do where I set a battle onto that NPC and talk to him to trigger it rather than going through the scripts for its actual location (to test AI, etc). I forgot to remove it before uploading that build.

Church thing as well I think is a logic flaw, I'll check into it.

Plan going forward is to move over to the .exe build and make that the 'main' build. I'm just about finished with a preliminary patch that'll fix a lot of long-standing issues and apply some gap-stop balancing for Disc 2/3.

About to jump into 1.5 via 7th Heaven; any graphics mods I should avoid? Also, should I avoid the music mod?

Music mods should be fine. Graphics mods should be fine if applied via 7H but be wary about using stand-alone installers as they might overwrite NT-required files if they don't inject the files into the archives.

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6943 on: 2018-06-17 08:36:56 »
Cloud's Limit stacks proc for Limits, and technically every command used by Vincent's beast forms are Limit Breaks. It was an oversight on my part, I might set up the AI to exclude the range of his abilities if I have the space. Otherwise I'll call it a feature.

You could simply make limitbreaks give Cloud a burst of 30 STR/MAG (Var.0000 > Var.0030) which then every action or something removes 1 STR/MAG untill its back down to 0 (Var.0000) where you can use a new limitbreak for the 30 stats again. This will prevent Vincent and Tifa from "cheating" the system aswell as making it like a direct opposite of Red's innate.

Not sure if its possible but i think it could be (and it would also be pretty cool tbh).

doxop

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6944 on: 2018-06-17 20:34:00 »
I recently started NT 1.5 with the independent installer and the majority of the 7H mods. I was about to leave Midgar, I still had all the post Sephiroth bosses, and the the whole set up stopped working. 7H couldn't launch the game with even the most none invasive mods activated. I decided to uninstall everything and reinstall. I unfortunately forgot to grab my save file and had to start over. My question concerns the second reactor boss fight. In my first play through I could have sworn that I fought two Air Busters in a reverse situation of the normal fight; in my second play through, it was the normal pincer formation against a single Air Buster with Cloud on one side and Barrett and Tifa on the other. Am I remembering this correctly? Did I set one game to Arrange difficulty and the other to Normal difficulty?

Thanks!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6945 on: 2018-06-18 00:49:17 »
You could simply make limitbreaks give Cloud a burst of 30 STR/MAG (Var.0000 > Var.0030) which then every action or something removes 1 STR/MAG untill its back down to 0 (Var.0000) where you can use a new limitbreak for the 30 stats again. This will prevent Vincent and Tifa from "cheating" the system aswell as making it like a direct opposite of Red's innate.

Not sure if its possible but i think it could be (and it would also be pretty cool tbh).

I think that is possible, and it's a good idea I reckon. A burst then it slowly wears off, not refreshable until it reaches 0. I could use the post-action script for that to decrement by 1 after every action. If it passes testing I'll go with that.

I recently started NT 1.5 with the independent installer and the majority of the 7H mods. I was about to leave Midgar, I still had all the post Sephiroth bosses, and the the whole set up stopped working. 7H couldn't launch the game with even the most none invasive mods activated. I decided to uninstall everything and reinstall. I unfortunately forgot to grab my save file and had to start over. My question concerns the second reactor boss fight. In my first play through I could have sworn that I fought two Air Busters in a reverse situation of the normal fight; in my second play through, it was the normal pincer formation against a single Air Buster with Cloud on one side and Barrett and Tifa on the other. Am I remembering this correctly? Did I set one game to Arrange difficulty and the other to Normal difficulty?

Thanks!

In Arrange mode you fight two air busters, but on normal mode it's just the usual side-attack.

As a side-note, I've fixed the 'facing' issue with Air Buster so that'll be in the next patch.

Neon Samurai

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6946 on: 2018-06-18 18:43:44 »
Hey, Sega Chief!

Was just curious: does Yuffie's perfect dodge have any sort of bug by chance? 

Up to disc 3 now and the game always says if it gets activated and deactivated, however if anything it, seems like she's *more* likely to get hit by physical attacks in my game rather than immune.  Her evade is already quite high so she dodges a lot but when perfect dodge gets activated, i swear it's almost a %100 chance she gets hit with the next physical attack.

Has anyone else experienced this?

And as always, thank you for all you've done with this mod.

knightwalker

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6947 on: 2018-06-18 20:52:49 »
Hi there, I just register to ask you something about the mod, I played this game a long time ago and I just installed the mod, now im just finishing the FF6 , and then ill play 7, can you guys tell how TO NOT revive Aerith, because I want to follow the original storyline, so before playing the mod, I want to know If I can remain her dead and how, sorry for my english is not my main language, pls reply, thank you :)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6948 on: 2018-06-18 21:05:29 »
Hey, Sega Chief!

Was just curious: does Yuffie's perfect dodge have any sort of bug by chance? 

Up to disc 3 now and the game always says if it gets activated and deactivated, however if anything it, seems like she's *more* likely to get hit by physical attacks in my game rather than immune.  Her evade is already quite high so she dodges a lot but when perfect dodge gets activated, i swear it's almost a %100 chance she gets hit with the next physical attack.

Has anyone else experienced this?

And as always, thank you for all you've done with this mod.

It should be working correctly, but I'll double-check it just in case.

Hi there, I just register to ask you something about the mod, I played this game a long time ago and I just installed the mod, now im just finishing the FF6 , and then ill play 7, can you guys tell how TO NOT revive Aerith, because I want to follow the original storyline, so before playing the mod, I want to know If I can remain her dead and how, sorry for my english is not my main language, pls reply, thank you :)

Yeah, I added a handler for this:
Spoiler: show

https://imgur.com/a/vb1FwHq

During this scene, pick the top/red option; players going for this route get an early Ribbon accessory.

13arabba

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6949 on: 2018-06-19 04:40:26 »
A really ambitious thing I would like to see would be the Aeris/Mimic boss fight having a reference to Yunalesca, where after the first phase a big ol' Anglerfish thing waves around the Aeris/Mimic on a tendril.

Is this boss fight still doable without Aeris, like a cruel "Ha, you thought Aeris was alive, but it was ME, Mimic!"?

EDIT: Ooh, and the Anglerfish has an Ultros face!
« Last Edit: 2018-06-19 04:48:33 by 13arabba »