Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4898860 times)

Coca Cola Man

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4525 on: 2016-12-06 22:51:48 »
Thanks for sorting that Sega Chief.

I've been messing around on my end game save trying out characters I rarely use like Vincent or Cait Sith (a character I had never even used in a single battle before), ready to start a new game (that's how much I'm loving this mod so far) and I just wanted to bring up a few of my opinions.

1. Cait Sith's Innate ability seems seems to conflict with his ultimate weapon formula.  I thought it might be interesting to try a high risk, high reward setup keeping him low health and relying on luck to evade damage, unfortunately this doesn't last long due to his Health regen.  While its nice to have another pseudo long range / morph weapon, maybe he could use a different formula? Or maybe I should stop trying to make broken setups  :D

2. Vincent's death penalty. I can't see a time when this weapon would be useful outside of a solo character challenge. If my two other characters are dead then it's likely I'm fighting something powerful and I'm going to want to ressurrect them asap, and the damage boost gained would be significantly less than having all three characters alive. I kind of like the idea of him using the Missing Scores formula, as he is kind of more magic focused character. The trade-off being more physical damage but less materia slots for his powerful magic stat. But then you need a different ability for Barret. Hmmm...

3. Limit breaks. The main reason I never used the above two characters is their limit breaks, or lack of as the case maybe. Is it even possible to add extra limit breaks to the game? That way Vincent could have a second option each tier that doesn't lose control of his character. Same for Cait really, I know Dice can be powerful early game but it loses its way late game, and slots is slots.
I always hated seeing a limit break come up and thinking I'll do more if I don't use it. Limit's should feel powerful and encourage the use of fury in certain circumstances, right now sadness isn't mandatory, yet it just feels that you get so much more use out of it.

4. Cid and Red's Ultimate weapons. Nothing wrong with the formula for these guys I just felt that the necessary items seem a lot harder to come by. Everyone else can get their ultimate within one(?) boss fight after reaching the bottom of the crater, however Cid needs you to go through all of the dark cave sidequest and Red requires 5 boss fights. Just seemed a little unfair to those guys  :D

Everything else in this mod has been incredible and my personal favourite addition is being able to talk to your party in Kalm/Junon, the Yuffie and Red interactions especially. More of these would be extremely welcome if possible.

Keep up the great work

Soulofsteel

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4526 on: 2016-12-07 00:10:36 »
Where is the guide book located in this mod?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4527 on: 2016-12-07 01:09:08 »
Thanks for sorting that Sega Chief.

I've been messing around on my end game save trying out characters I rarely use like Vincent or Cait Sith (a character I had never even used in a single battle before), ready to start a new game (that's how much I'm loving this mod so far) and I just wanted to bring up a few of my opinions.

1. Cait Sith's Innate ability seems seems to conflict with his ultimate weapon formula.  I thought it might be interesting to try a high risk, high reward setup keeping him low health and relying on luck to evade damage, unfortunately this doesn't last long due to his Health regen.  While its nice to have another pseudo long range / morph weapon, maybe he could use a different formula? Or maybe I should stop trying to make broken setups  :D

2. Vincent's death penalty. I can't see a time when this weapon would be useful outside of a solo character challenge. If my two other characters are dead then it's likely I'm fighting something powerful and I'm going to want to ressurrect them asap, and the damage boost gained would be significantly less than having all three characters alive. I kind of like the idea of him using the Missing Scores formula, as he is kind of more magic focused character. The trade-off being more physical damage but less materia slots for his powerful magic stat. But then you need a different ability for Barret. Hmmm...

3. Limit breaks. The main reason I never used the above two characters is their limit breaks, or lack of as the case maybe. Is it even possible to add extra limit breaks to the game? That way Vincent could have a second option each tier that doesn't lose control of his character. Same for Cait really, I know Dice can be powerful early game but it loses its way late game, and slots is slots.
I always hated seeing a limit break come up and thinking I'll do more if I don't use it. Limit's should feel powerful and encourage the use of fury in certain circumstances, right now sadness isn't mandatory, yet it just feels that you get so much more use out of it.

4. Cid and Red's Ultimate weapons. Nothing wrong with the formula for these guys I just felt that the necessary items seem a lot harder to come by. Everyone else can get their ultimate within one(?) boss fight after reaching the bottom of the crater, however Cid needs you to go through all of the dark cave sidequest and Red requires 5 boss fights. Just seemed a little unfair to those guys  :D

Everything else in this mod has been incredible and my personal favourite addition is being able to talk to your party in Kalm/Junon, the Yuffie and Red interactions especially. More of these would be extremely welcome if possible.

Keep up the great work


1. You're right, it does conflict. It was suggested a long time ago, but maybe I should swap Vincent and Cait's innates around after all. It'd mean Vincent's MP would be coming in handy even in Limit form + help him with survivability while in that form.

2. I could try something else for Death Penalty; the original formula it uses isn't great though, unless his Kills are set at a 'base' of a few hundred to bring it more in line with the other weapons but that'd require a new game to see the benefit. I could try something more conventional like Cid's weapon, but with an effect like ignore defence or something.

3. I tried to add a 'Limit Reset' to Vincent's tiers that would let him use a HP/MP restore instead of a transformation but didn't have much luck making it happen. Cait Sith's issue was that some of his Limit levels are hard-coded to call up reels rather than just an effect; I got to assign a LV1-2 Limit for him (transformation) but any more than that isn't possible without .exe edits.

I could enhance Vincent's Limits by maybe adding auto-buffs that refresh in his AI while in Limit form, and have it favour the elemental attack instead of the physical hit. As for Cait, his LV1-1 ignores defence which can be a big boon, though Transform is more there for laughs. The Mog seemed too strong for a LV1 Limit, Lucky Girl/Auto-Crits is a very strong effect, and I think Toy Soldier would just be a weaker version of Dice (Toy Box and Summon are also pretty weak + not sure if they work properly).

When the .EXE edit is made, I could enhance the Toy Box damage so that you're always getting good damage coming out of it even if you don't match up a combination but I think that might be the extent of what I can do with it.

4. I'll keep the key items where they are for now, but when I make the 1.5 update I'll see about remedying this so that no character's weapon takes longer/more to acquire than the others but it might be tricky.

I'm wanting to expand that talk to your party thing in towns; but I've gotta do the rest first. It will be in every major location by the end though. And NT is almost done. Almost ;-;

Where is the guide book located in this mod?

The ghost ship still has it. I think it requires Morph like in the original game, otherwise it's steal/drop.

Soulofsteel

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4528 on: 2016-12-07 02:20:40 »
I don't know why I didn't see that coming... I have some confusion about a few things. Stasis Lock has no location listed so I'm not sure about that one. And the Ziedrich says its a drop fro "Binah" in the KotR cave on disc 3. Is this a typo, or dated or am I missing something as that boss is named Netzechariah currently. I ran out of materia space at a strange time but i don't think it affected anything; the master materia fight ended with master magic, master command, and w summon, so am I right to assume master summon no longer exists? The relic ring, curse ring, dragon armlet, escort guard, and minerva band (maybe other stuff) say from rare steals in the crater. I sat in a battle with Pollensalta stealing for like an hour to no avail. Do you have an approximate chance to steal those? And i saw in a recent post you said most rare steals are/will be gone, will these remain or will they be obtained elsewhere?

Edit: Or i skipped text too fast and only got w summon XD is that whats supposed to happen? Because I didn't get the master materia.
« Last Edit: 2016-12-07 04:14:22 by Soulofsteel »

cheffdonty

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4529 on: 2016-12-07 04:42:16 »
Trouble with osmose as in crashing problems or no MP coming out of them?

"Grenade Combatant", and I tested this in the first fight you get into from charging Shinra HQ (That's a fight where you have just two of them)

I can use osmose just fine on one, and he will lose 48 MP, but I'm not getting any in return.

I also tested it on SOLDIER 3rd, and it works as it should on them.

Starmongoose

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4530 on: 2016-12-07 09:20:17 »
I've been getting soft-locked on the Turks fight in Gongaga. It has something to do with one of Rude's attacks I think, he goes to use it and everything just stalls out.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4531 on: 2016-12-07 14:52:40 »
I don't know why I didn't see that coming... I have some confusion about a few things. Stasis Lock has no location listed so I'm not sure about that one. And the Ziedrich says its a drop fro "Binah" in the KotR cave on disc 3. Is this a typo, or dated or am I missing something as that boss is named Netzechariah currently. I ran out of materia space at a strange time but i don't think it affected anything; the master materia fight ended with master magic, master command, and w summon, so am I right to assume master summon no longer exists? The relic ring, curse ring, dragon armlet, escort guard, and minerva band (maybe other stuff) say from rare steals in the crater. I sat in a battle with Pollensalta stealing for like an hour to no avail. Do you have an approximate chance to steal those? And i saw in a recent post you said most rare steals are/will be gone, will these remain or will they be obtained elsewhere?

Edit: Or i skipped text too fast and only got w summon XD is that whats supposed to happen? Because I didn't get the master materia.

Stasis Lock has changed a couple of times into a different Enemy Skill; it became LV3 Def-Less for a while, and currently it's called Mustard Bomb. It's learned from Pollensalta in the North Crater/Right Path, use a Limit Break attack on her and she should counter-attack with the skill. Binah is also the old name for Netzechariah; FF14 released a raid boss called Sephirot that summons smaller enemies called Binah, so from then on I was always reminded of the little buggers when looking at NT's Binah so I changed the name >:l

You get a Red Stone from beating the three Materia mimics (and W-Summon I think); this is used to make Red XIII's Limited Moon weapon. The rare steals are about to be removed as they're pretty much unobtainable due to an oversight with differences in level; after the item lists were drafted up, I think I implemented the level synch thing which makes it unfeasible to get these steals toward the end of the game when enemy level starts to reach the 70-90+ mark. I've finished the item list revision to get rid of this problem and make stealing more consistent throughout the game (most enemies now only have 1-2 items to steal, usually with a good chance on both unless it's equipment).

"Grenade Combatant", and I tested this in the first fight you get into from charging Shinra HQ (That's a fight where you have just two of them)

I can use osmose just fine on one, and he will lose 48 MP, but I'm not getting any in return.

I also tested it on SOLDIER 3rd, and it works as it should on them.

Haven't checked, but it might be that Grenade Combatants don't have any MP; you can only drain MP that remains in the enemy (same with HP I think) though damage will display as normal.

I've been getting soft-locked on the Turks fight in Gongaga. It has something to do with one of Rude's attacks I think, he goes to use it and everything just stalls out.

Spotted the problem; Rude has Arrange Mode AI that triggers an alternative version of Turk Spark when he's hit by magic attacks. This new attack wasn't set in his animation index though; but this would mean that the game you're playing has the Arrange flag active. Was your playthrough started back when Arrange was still an available option? In any case, I'll patch this but to avoid the issue I'd avoid using Magic attacks on Rude. Other players shouldn't encounter this issue as Arrange is currently unavailable.

Starmongoose

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4532 on: 2016-12-07 16:06:21 »
Yeah, I didn't realise you had taken Arrange out! I got up to the end of Midgar and stopped playing for a while, but I picked it up again a couple of days ago. Been having a great time with it. :) I know I won't enjoy the FF7 remake square enix is going to do, but at least I have this mod. :P

I'll try not using magic on Rude, hopefully he won't use the attack on me.

Soulofsteel

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4533 on: 2016-12-07 22:23:16 »
Doing the dark cave now and I have everyone but yuffie back, can't figure out how to find her and can't get up to shinra hq yet.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4534 on: 2016-12-07 22:44:19 »
Doing the dark cave now and I have everyone but yuffie back, can't figure out how to find her and can't get up to shinra hq yet.

Yuffie's trigger is a yellow materia that appears in the scrapyard that links Sector 4 to Wall Market; it's near the south exit on top of a giant hand that's to the left of the usual route you take.

Soulofsteel

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4535 on: 2016-12-07 22:56:34 »
I was afraid of that. I watched a video where that was her trigger, but the materia will not show up for me no matter what i do.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4536 on: 2016-12-07 23:55:15 »
Ahhhh, think I just saw the problem; in the old build, the sewers were inaccessible so I recycled the Steal Materia's var trigger for the yuffie event but because the route goes down there now it's possible to get Steal again and lock this event.

No worries though; I'm looking to get all the files updated tonight to get some issues sorted out. I'll set it to use a unique var trigger.

Soulofsteel

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4537 on: 2016-12-08 00:17:10 »
awesome thanks!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4538 on: 2016-12-08 00:59:35 »
Fixed a fair few issues in the flevel and with enemies; about ready to put the update/patches together. It's not the big 1.5 update yet, but we're getting there.

Soulofsteel

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4539 on: 2016-12-08 05:18:46 »
I went back and found yuffie before cid and it worked fine, and I finished the game! I can honestly say that my favorite game in history has gotten even more incredible with this mod. I just wanted to point out, when you go down the final part of northern cave, maybe because I did the dark cave sidequest right before, but the background for that whole area was midgar and more specifically the reactor exploding and cloud jumping on the train. The whole thing was rather comical and even added to my enjoyment although im still pretty sure was a bug XD hehe. Best video game experience I have ever had in my 23 years, thank you for creating this work of art. I still plan on playing it again and again throughout time and the coming updates, can't wait. Keep it up!!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4540 on: 2016-12-08 16:10:13 »
I went back and found yuffie before cid and it worked fine, and I finished the game! I can honestly say that my favorite game in history has gotten even more incredible with this mod. I just wanted to point out, when you go down the final part of northern cave, maybe because I did the dark cave sidequest right before, but the background for that whole area was midgar and more specifically the reactor exploding and cloud jumping on the train. The whole thing was rather comical and even added to my enjoyment although im still pretty sure was a bug XD hehe. Best video game experience I have ever had in my 23 years, thank you for creating this work of art. I still plan on playing it again and again throughout time and the coming updates, can't wait. Keep it up!!

Yeah, that was a Disc swap problem; I forgot to add a 'Change to Disc 3' for the end of Dark Cave so it's still sitting on Disc 1; I added a Disc 3 swap to the lost & found guy though as a temporary fix until I've got these patches up. Glad you enjoyed the mod, bud; there's a little more yet to come.

Schrödinger

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4541 on: 2016-12-09 16:21:50 »
After hearing marvelous things about this mod I just went and patch my Steam FFVII and use 7H to start it. But besides that, I want to "improve" my experience with the rest of the mods available in 7h. The only thing I wanna know is about incompatibilities, for example: I know the NT has some sprites for monster in battle like the scorpion and I don't want to overwrite them.

Any help with that??

Thx and congrats for the mod! (already playing it)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4542 on: 2016-12-09 18:42:47 »
Just avoid using other gameplay mods with it like Hardcore mod, etc. These will be incompatible. I think Reunion is as well.

Things like field backgrounds, chara models, etc. should be ok; just remember to keep NT at the bottom (or was it the top?) of your load order in Active Mods.

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4543 on: 2016-12-09 22:39:53 »
Will there be a new 7H IRO soon?

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4544 on: 2016-12-10 02:59:05 »
After hearing marvelous things about this mod I just went and patch my Steam FFVII and use 7H to start it. But besides that, I want to "improve" my experience with the rest of the mods available in 7h. The only thing I wanna know is about incompatibilities, for example: I know the NT has some sprites for monster in battle like the scorpion and I don't want to overwrite them.

Any help with that??

Thx and congrats for the mod! (already playing it)

There are compatibility settings built into 7H. For some mods, if you enable them, it will automatically disable other mods that are incompatible. NT is one that uses this feature, so you won't have any problems so long as you do the setup correctly. Follow the written tutorial carefully, especially the Workshop -> Settings in STEP 3 and the load order in STEP 5. There is no easier way to write the setup, so unfortunately most errors reported to me are because the user made a mistake in the setup. Good luck :)

wavigravi

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4545 on: 2016-12-10 08:47:20 »
just started this great mod but having trouble with cloud not appearing in the sewers.
I read that running the patches fixes this issue but my problem is that the patches wont run on my computer clicking on either does nothing, I have tried disabling antivirus and running as administrator also redownloaded the patches and nothing has worked. Any help work be appreciated cheers.

Nevermind i fixed this, im using windows 10 going onto the applications properties and ticking unblock this file allowed me to run it.
« Last Edit: 2016-12-10 09:16:22 by wavigravi »

llama1337

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4546 on: 2016-12-10 12:39:33 »
just started this great mod but having trouble with cloud not appearing in the sewers.
I read that running the patches fixes this issue but my problem is that the patches wont run on my computer clicking on either does nothing, I have tried disabling antivirus and running as administrator also redownloaded the patches and nothing has worked. Any help work be appreciated cheers.

Nevermind i fixed this, im using windows 10 going onto the applications properties and ticking unblock this file allowed me to run it.

I having this same issue! Can you be more specific on how you fixed this?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4547 on: 2016-12-10 15:19:37 »
Will there be a new 7H IRO soon?

Yeah, I'm updating everything in the one go. Going to try and upload these tonight.

I having this same issue! Can you be more specific on how you fixed this?

Installers, particularly the hotfix patches, can sometimes be flagged by the computer as being unsafe due to them being relatively new. To mark them as safe, right-click the patch's .EXE and go to Properties. Then click the Unblock button if this is visible, and maybe run as admin + set compatibility mode for Windows 7 if running this on Win10.

wavigravi

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4548 on: 2016-12-10 19:25:57 »
I having this same issue! Can you be more specific on how you fixed this?

yer of course. All i had to do was right click on the patch then click properties and in the window that pops up i recieved a message saying windows 10 may be blocking this file as it has come from another computer. theres a small tick box to unblock the file.

hope this works for you

Starmongoose

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4549 on: 2016-12-11 12:49:17 »
Well, it was fun while it lasted. *sad face* It crashed when I was saving in the city of the ancients and now all my saves are gone.