Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4896612 times)

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8250 on: 2019-07-15 00:01:45 »
Just finished Disc 1 on the latest build Arrange mode, but there was no option to choose Phoenix Down or not, Cloud just used it automatically. Or was the option when Cloud was swinging his sword before the cutscene? I tried it twice but maybe I did something wrong.

Now I get to see what could have been :)

The option should be during that scene when he raises the sword above his head; a dialogue option should appear there.

After the mimic fight the game softlocks if you leave the altar and enter it again. Cloud jumps onto the platform and is walking eternally towards the stairs (Mario 64 reference?  :-o )

And Barrets ultimate weapon only has 4 slots? Is that because of the AP-scaling?

Best to avoid going back onto the altar after the fight, but I'll fix the script so that stops happening. And yeah, 4 slots due to the scaling. Might expand to 6 as it's a bit limiting.


Fantastic mod Sega Chief, I found it by watching Caleb Hart's stream of the game. I did find a bug though; the game will lock if you use PHS at the save point in the "Dark Cave" disc 3 quest.

Spoiler: show
Since you cannot make a full party of three, the game will not let you exit the PHS screen.


Another strange thing happened, but I'm not sure if it was a bug and it wasn't game-stopping:
Spoiler: show
It happened during the Omega Weapon fight. I had the Master Cmd+HP Absorb+Multi-Cut combo on Tifa to get around the "no healing" drawback of the Cursed Ring, but in the middle of the fight it stopped working for some reason (as did Regen on the other characters). Not sure what triggered it, it might have been intended even, but I wanted to mention it as well.


Ah my bad with the PHS, is that in the first area?

Not sure why it would stop working, that boss doesn't have anything that alters elemental resistances as far as I know. Unless it was the one in the KOTR cave, then there might be something going on.

afant

  • *
  • Posts: 6
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8251 on: 2019-07-15 00:18:39 »
Ah my bad with the PHS, is that in the first area?

Spoiler: show
Yes, the save point in "Reactor No 1".


Not sure why it would stop working, that boss doesn't have anything that alters elemental resistances as far as I know. Unless it was the one in the KOTR cave, then there might be something going on.

It was the Gold Battle in Battle Arena, so not the KOTR cave battle.

Is the HP Absorb trick supposed to work with the Cursed Ring BTW? In conjunction with Tifa's Grit the drawback becomes practically moot.

Batcow

  • *
  • Posts: 7
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8252 on: 2019-07-15 01:35:12 »
Hey Sega Chief, are the L4 limits still locked off until you hit the bottom of the North Crater? And by bottom of the North Crater does that mean
Spoiler: show
literally right before you fight the final bosses?


If so, is there a save file edit I could make to unlock those quests earlier?

Also, I'm approaching the end of disc 1 and I want to make sure I pick the vanilla option when the choice comes. It's the first choice, the one in red, right?

Thanks for the support as always, Chief :)

Hazelyn

  • *
  • Posts: 1
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8253 on: 2019-07-15 06:55:49 »
Hello, I'd recently started playing with the 1.5 build from May, is it safe to update and continue playing? Are there even many changes in the July Build? I don't see a change list so I'm a little confused. Didn't see if there was an answer to this in the thread already.

youknowiknow778

  • *
  • Posts: 76
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8254 on: 2019-07-15 11:35:41 »
With the 1.5 IRO what is the load order? Bottom of load order or mid range like the 7H tutorial says? Only asking because I imported the 1.5 last night, put it right where 1.4 used to be (where 7H says I should) except I'm not seeing any changes. I start a new game and it doesn't prompt me for nirnal or arrsnged (thought maybe it was taken out) then I didn't get any popup for Barretts ability when he joins the party.

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8255 on: 2019-07-15 11:55:56 »
Spoiler: show
Yes, the save point in "Reactor No 1".


It was the Gold Battle in Battle Arena, so not the KOTR cave battle.

Is the HP Absorb trick supposed to work with the Cursed Ring BTW? In conjunction with Tifa's Grit the drawback becomes practically moot.

Oversight on my part then, there shouldn't be any PHS flags enabled for that area.

Yeah, it's intended; you can heal damage using elemental attacks as well so long as you absorb them.


Hey Sega Chief, are the L4 limits still locked off until you hit the bottom of the North Crater? And by bottom of the North Crater does that mean
Spoiler: show
literally right before you fight the final bosses?


If so, is there a save file edit I could make to unlock those quests earlier?

Also, I'm approaching the end of disc 1 and I want to make sure I pick the vanilla option when the choice comes. It's the first choice, the one in red, right?

Thanks for the support as always, Chief :)

They are mostly locked off for bottom of crater then return trip; Vincent was an exception, and there may have been some others that could be accessed earlier. There is no clean save edit that could be made without busting the game though, as it's tied to the game moment variable. If you want to give it a go anyway, set Game Moment (var [2][0]) to 1998.

First choice, yeah.


Hello, I'd recently started playing with the 1.5 build from May, is it safe to update and continue playing? Are there even many changes in the July Build? I don't see a change list so I'm a little confused. Didn't see if there was an answer to this in the thread already.

It's safe to update 1.5 builds to each other, most of the fixes are just for bugs and don't affect the savemap.

With the 1.5 IRO what is the load order? Bottom of load order or mid range like the 7H tutorial says? Only asking because I imported the 1.5 last night, put it right where 1.4 used to be (where 7H says I should) except I'm not seeing any changes. I start a new game and it doesn't prompt me for nirnal or arrsnged (thought maybe it was taken out) then I didn't get any popup for Barretts ability when he joins the party.

It's same as before, gameplay mods go toward the bottom. It sounds though that NT hasn't been installed (new game menu with difficulty setting + build number should appear). Did you activate the IRO in the library tab after importing it?

youknowiknow778

  • *
  • Posts: 76
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8256 on: 2019-07-15 12:17:21 »
Yeah I did. Maybe I did the import wrong. It didn't have any sort of art or configuration either so maybe the download went wrong. I will try again and see how it goes. Thanks!

Rhane

  • *
  • Posts: 2
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8257 on: 2019-07-16 00:21:27 »
Hello. First thank you for this mod ^^
Now I have a bug after i went from 1.4 to 1.5, my materia are... Strange. For example, restore have -3 vit and defmag, +3 Max mp. All have -5 Magic and +3% mp. Magic counter has +10 magic and -26 defmag... Is that normal ?
Thank you for your answer

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8258 on: 2019-07-16 08:21:21 »
Hello. First thank you for this mod ^^
Now I have a bug after i went from 1.4 to 1.5, my materia are... Strange. For example, restore have -3 vit and defmag, +3 Max mp. All have -5 Magic and +3% mp. Magic counter has +10 magic and -26 defmag... Is that normal ?
Thank you for your answer

That's normal, the new IRO changes the materia stats. There are some other changes as well that will be coming through now:
-) Limit Break adjustments
-) Sense limit boosted to 65,000 instead of 30,000
-) Items restore the same amount of HP in field menus as they do in battle
-) Cure spells now ignore MBarrier
-) Enemies are capable of long range physical attacks (anything projectile based will be long range)
-) Poison elemental damage can be used against enemies immune to the poison status (tends to apply to late-game human bosses)

There might have been some others, but it's mostly just quality of life or minor adjustments.



BertShadow

  • *
  • Posts: 36
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8259 on: 2019-07-16 11:07:12 »
Hi Sega, playing this time the NT I figured that I always play with two types of builds: 1 for bosses, other for mobs, and it is a waste of time change between this two builds, so, Why not introduce a feature where you can save builds and when you select them, they equipped all the items and materias automatically??

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8260 on: 2019-07-16 12:52:41 »
Hi Sega, playing this time the NT I figured that I always play with two types of builds: 1 for bosses, other for mobs, and it is a waste of time change between this two builds, so, Why not introduce a feature where you can save builds and when you select them, they equipped all the items and materias automatically??

It could be done, but the frameworks that would enable it haven't been finished + released yet. Basically what I would need is access to the savemap from the flevel or an external script of some kind. Then could store the current equipment set + materia then store and restore in the same way that the game handles changes to party members. One stumbling block could be changes to inventory from selling (checks that the equipment still exists in inventory would be needed which can be done if a var can be used in the opcode rather than a statically defined ID), or correctly identifying Materia based on AP (think there was an opcode added for that to the prototype reunion framework, would need to check).

Rhane

  • *
  • Posts: 2
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8261 on: 2019-07-16 17:16:49 »
Oh sorry, i didn't read back when you said it... For my defense it was a sleepless night ^^
Thank you for your quick answer and thank you again for the mod ^^

AsSeenOnCops

  • *
  • Posts: 5
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8262 on: 2019-07-17 01:59:54 »
Hello! Finally at the end game here farming for ultimate weapons and noticing I don't have Morph at all. I read through a bunch of pages and it sounds like it was somewhere in the early game. I played on the wrong .exe until about Fort Condor, so that might explain why I missed it. Is there anywhere I can find one at this point in the game?

BertShadow

  • *
  • Posts: 36
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8263 on: 2019-07-17 11:53:58 »
Spoiler: show

Dude, wtf? How many of this trolling shit are around there?

LordUrQuan

  • Alpha testing your worst nightmares
  • *
  • Posts: 602
  • LOAD "FF2J",8,1
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8264 on: 2019-07-17 13:03:59 »
Hehehe... you think that's bad....

genocidekyuubi

  • *
  • Posts: 2
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8265 on: 2019-07-18 11:03:26 »
Hi Sega Chief,

I extracted your mod with IroNite tool. I noticed there is a folder named "hext" in unpacked folder. What files and values do i need to change, to have materia equip effect that i would like to play. For example, i want materia equip effect like Master Magic gives +70 to all stats (strength, vit, mag, spi, dex, luck) and max hp +10%, max MP +20%. Do i need to change for all 4 txt in hext folder? Or just files that ff7 exe file that i want to play with mod setting in 7H (ff7_bc.exe)?
« Last Edit: 2019-07-18 11:05:09 by genocidekyuubi »

afant

  • *
  • Posts: 6
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8266 on: 2019-07-18 12:29:29 »
Hello! Finally at the end game here farming for ultimate weapons and noticing I don't have Morph at all. I read through a bunch of pages and it sounds like it was somewhere in the early game. I played on the wrong .exe until about Fort Condor, so that might explain why I missed it. Is there anywhere I can find one at this point in the game?

I don't think you NEED Morph to get any ultimate weapon, you can win Outsider in the Junon Leagues and Keelhaul Armor drops God's Hand. AFAIK those are the only two weapons for which you need morph for multiple copies, the others can be stolen/dropped.

BertShadow

  • *
  • Posts: 36
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8267 on: 2019-07-18 14:49:14 »
Hi! Someone knows where are the Sneak Gloves?

Walkingplague

  • *
  • Posts: 1
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8268 on: 2019-07-18 17:35:00 »
I just recently reached the end of the dark cave and when I went out of the cave it put me on the cliff with the ancients forest and now am currently trapped any fix?

Moo_ha

  • *
  • Posts: 2
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8269 on: 2019-07-18 17:55:09 »
Sega chief! i posted on one of your you tube videos about this issue, figure id put it on here and ask again. The sp level up system for me was giving +5 stat boosts per use. Just wondering if this has been fixed at all? anybody else have this issue playing nt mod?

afant

  • *
  • Posts: 6
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8270 on: 2019-07-18 18:43:26 »
Hi! Someone knows where are the Sneak Gloves?

Same as Vanilla; disc 2 (or later) Wall Market weapon shop. The guy who sells you the batteries on disc one sells it for 129 000 gil.

c0vingt0n

  • *
  • Posts: 2
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8271 on: 2019-07-18 20:02:20 »
Hello,

First time poster and I want to say I'm really loving the New Threat mod. The new fights and tweaks to the stats/materia have been great and I love all the little humor added to the game.

I don't know if this is a bug or if I'm doing something wrong, but I just can't seem to get the Chocobuckle Enemy Skill. I've just gotten out of Midgar and am at the Chocobo Farm, but the chocobos don't seem to want to use the move. I feed the chocobo a Gysahl Green then use Quarry Fuse (which I assume replaced L5 suicide) but the chocobo just runs away every time. I've tried other things like using Quarry Fuse without feeding it a green and also waiting until it finished eating the green, but every time the chocobo just runs away.

Am I doing something wrong? Is it not a 100% chance it will use the move?

Thanks in advance for any help.

BertShadow

  • *
  • Posts: 36
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8272 on: 2019-07-18 22:25:51 »
Hello,

First time poster and I want to say I'm really loving the New Threat mod. The new fights and tweaks to the stats/materia have been great and I love all the little humor added to the game.

I don't know if this is a bug or if I'm doing something wrong, but I just can't seem to get the Chocobuckle Enemy Skill. I've just gotten out of Midgar and am at the Chocobo Farm, but the chocobos don't seem to want to use the move. I feed the chocobo a Gysahl Green then use Quarry Fuse (which I assume replaced L5 suicide) but the chocobo just runs away every time. I've tried other things like using Quarry Fuse without feeding it a green and also waiting until it finished eating the green, but every time the chocobo just runs away.

Am I doing something wrong? Is it not a 100% chance it will use the move?

Thanks in advance for any help.
You have to use another Green, Try using the most expensive one that you can buy in the farm and then use Quarry Fuse to the chocobo.

Same as Vanilla; disc 2 (or later) Wall Market weapon shop. The guy who sells you the batteries on disc one sells it for 129 000 gil.
Thanks, I found it. Now I am now in the post game and I am a little lost of what to do and what order use.

Torawakamaru

  • *
  • Posts: 25
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8273 on: 2019-07-19 06:04:11 »
@Walkingplague

The tool Black Chocobo can edit your save and your location. If you change it to Bone Village, everything should be fine.

Or you take the lower exit from the dark cave, if you still got a save - it brought me back to the entrance.

@Sega Chief

Spoiler: show
The Corneo-villa of the dark cave had a graphics bug. I picked Tifa and Aeris and as i entered the room with Corneo's desk, Aeris was inside the desk. Didn't have consequences though - i could proceed normally.


The stat system has a really nasty quirk. A certain boss forced confusion and peerless on Tifa, who protected herself with [added effect] + [mystify]. She was confused the whole fight and nothing could heal that, not even death. Tifa's spinning corpse was...unsettling.
I am really thinking about scrapping status defenses altogether because the really nasty bosses seem to force them anyway and my protections prevent a cure.
Is there a way to change that effect? I mean - i have nothing against protect rings and touph rings for everyone but that seems so counterintuitive, especially since i already get a hefty stat malus for protecting myself through materia.
« Last Edit: 2019-07-19 06:24:29 by Torawakamaru »

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8274 on: 2019-07-19 08:43:12 »
Hello! Finally at the end game here farming for ultimate weapons and noticing I don't have Morph at all. I read through a bunch of pages and it sounds like it was somewhere in the early game. I played on the wrong .exe until about Fort Condor, so that might explain why I missed it. Is there anywhere I can find one at this point in the game?

Morph was sitting in the garden next to Aeris' house, so it should still be obtainable (unless playing on a different version/vanilla and grabbed Cover from there instead).


Hi Sega Chief,

I extracted your mod with IroNite tool. I noticed there is a folder named "hext" in unpacked folder. What files and values do i need to change, to have materia equip effect that i would like to play. For example, i want materia equip effect like Master Magic gives +70 to all stats (strength, vit, mag, spi, dex, luck) and max hp +10%, max MP +20%. Do i need to change for all 4 txt in hext folder? Or just files that ff7 exe file that i want to play with mod setting in 7H (ff7_bc.exe)?

You only need to change the file that targets your intended .exe (the listed exe is at the top of the file; there's one for ff7.exe, ff7_en.exe (steam), ff7_bc.exe, and ff7_mo.exe). There should be a block of addresses toward the end of the file, each with 16 bytes. The first byte is the stat value, the second byte is a modifer for positive/negative (00 if it's positive, FF if it's negative). The stat value is signed, so the max range is 127 positive/negative (but it's advised to avoid 3-digit values as they won't appear correctly in the menu).

This is an example (70 in each stat, 10%HP, 20%MP:
[Offset] = 46 00 46 00 46 00 46 00 46 00 46 00 0A 00 14 00
That makes: 70 Strength, 70 Vitality, 70 Magic, 70 Spirit, 70 Dexterity, 70 Luck, 10%HP, and 20%MP in that order.

Thing is though, each Materia has a byte set to it for which set of bonuses/penalties it uses. So what to do is, change the last offset to match the values I posted above and then set Master Magic in the kernel to use the same bonus/penalty set as KOTR.


Sega chief! i posted on one of your you tube videos about this issue, figure id put it on here and ask again. The sp level up system for me was giving +5 stat boosts per use. Just wondering if this has been fixed at all? anybody else have this issue playing nt mod?

The older .exes for NT set it up so that sources would give +5 per use instead of +1; this was recently removed as it meant trouble if the .exe failed to patch and could leave players heavily under-statted. If using 7h you need to get some vanilla .exes as the IRO now patches in .exe changes automatically at run-time. The normal installer shouldn't have this issue as it patches the .exes directly with the new changes and should revert the 5>1 behaviour.


Hello,

First time poster and I want to say I'm really loving the New Threat mod. The new fights and tweaks to the stats/materia have been great and I love all the little humor added to the game.

I don't know if this is a bug or if I'm doing something wrong, but I just can't seem to get the Chocobuckle Enemy Skill. I've just gotten out of Midgar and am at the Chocobo Farm, but the chocobos don't seem to want to use the move. I feed the chocobo a Gysahl Green then use Quarry Fuse (which I assume replaced L5 suicide) but the chocobo just runs away every time. I've tried other things like using Quarry Fuse without feeding it a green and also waiting until it finished eating the green, but every time the chocobo just runs away.

Am I doing something wrong? Is it not a 100% chance it will use the move?

Thanks in advance for any help.

First off, Chocobuckle only gets used if a Mimmett Green (or Sylkis Green) is used on the chocobo first. The other greens don't flip the flag for Chocobuckle (this is something from vanilla game).

But the other issue seems to be that while the set-up for getting the skill is the same (it's done by tracking the attack ID rather than the nature of the attack itself), the problem is that if the skill kills the chocobo then it won't use Chocobuckle and as Quarry Fuse isn't percentile damage like L5 Suicide was, it makes it trickier to learn later in the game. In the meantime, try using sense on a chocobo to get its HP, and if Quarry Fuse is dealing way more damage than its MaxHP try putting MBarrier on it before using. I think what I'll do is set the chocobo's HP to something extremely high to circumvent this issue next time I make a patch.

Thanks, I found it. Now I am now in the post game and I am a little lost of what to do and what order use.

First thing to do is visit the bottom of the north crater, opening up all the chests you can find. There is a boss sitting on each route though so make sure to save the game before going down there. Characters also give a fixed item after reuniting so don't worry about what paths you send them down. Key things to grab are Shield (first screen), Planet (right-side last screen) + Gospel Spark, HP Plus (left-down), and some other bits and pieces. If encounters get too bothersome, consider turning them off at a save point or equipping Sneak Attack + Teleport. When you reach the bottom, a bunch of stuff will be unlocked.

There's no real fixed order for them, but I would advise always starting with the Crater first to get as much stuff from it as possible so you have more to work with when tackling the extra stuff. To know where to go for the Lv.4 Limits, a new NPC gets added to the Highwind cockpit that gives hints about it. Tifa and Cid need to be party leader to trigger theirs, which can be swapped using another new NPC in the Operations Room (right-side NPC).

-) Materia Caves
-) Lv.4 Limit Bosses (1 per character, Cait Sith technically has one but it's for a material to make his ultimate weapon instead)
-) Junon Leagues
-) Battle Square (Normal, Special, Extra - this last one is accessed through an NPC on the left-side of the hallway)

@Walkingplague

The tool Black Chocobo can edit your save and your location. If you change it to Bone Village, everything should be fine.

Or you take the lower exit from the dark cave, if you still got a save - it brought me back to the entrance.

@Sega Chief

Spoiler: show
The Corneo-villa of the dark cave had a graphics bug. I picked Tifa and Aeris and as i entered the room with Corneo's desk, Aeris was inside the desk. Didn't have consequences though - i could proceed normally.


The stat system has a really nasty quirk. A certain boss forced confusion and peerless on Tifa, who protected herself with [added effect] + [mystify]. She was confused the whole fight and nothing could heal that, not even death. Tifa's spinning corpse was...unsettling.
I am really thinking about scrapping status defenses altogether because the really nasty bosses seem to force them anyway and my protections prevent a cure.
Is there a way to change that effect? I mean - i have nothing against protect rings and touph rings for everyone but that seems so counterintuitive, especially since i already get a hefty stat malus for protecting myself through materia.

Yeah, she isn't hidden properly; there's some logic going on with the Wall Market fields to display one of two field models and I ran afoul of it.

I'm scrapping ignore status defence from the final update, as it causes too many problems and goes against the grain of preparing a team. Peerless can be removed using Debarrier or Dispel, but if a status is forced through when resistance is innate (from armour, materia, etc.) then it stays on as what status immunity effectively is in this game is a toggle lock.