Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4857523 times)

rickbuzz

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6650 on: 2018-02-01 20:54:16 »
So...  first time posting here.  Been a long time since I fully played through FF7 and I recently had the urge, and I decided to use every mod improvement I could find.  I just wanted to ask a question or two and leave a couple of comments.

-Great mod btw, really has renewed my interest in this old game.

-I played about halfway through the game with new threat 1.4 before discovering new threat 1.5 and decided to start over.  I just finished the boat sequence after Junon with 1.5 then discovered the new beta version of 1.5 available here for the last couple of days.  I'm particularly interested in trying it to see the new stat balancing for materia.  I felt that most materia had harsher downsides than upsides, and were particularly painful to use early game before stats from SP ranks canceled out the downsides (hard to convince myself to wear materia to level it up if it means I'll be running around with 0 dex/vitality).

-On that note, using the seventh heaven manager, can I replace the old 1.5 version with the new 1.5 version in my load order without having any problems with my save or would I need to start the game over again?

-Does this sound right?  (This bit seems to have worked properly)
     -Backup and replace my ff7.exe,
     -set the manager to use the new .exe
     -disable "The reunion menu overhaul" since it also uses it's own exe, which I was previously using. 
     -replace old version of 1.5 with the new version in my load order

-Stat balancing seems inconsistent.  Compare pugilist to shinra turk for example.

-Does luck effect spells?  Options with luck and magic don't seem like they'd be to good.

-The only elemental attribute I haven't figured out is hidden, is that attached to something late game?

-In 1.4 I almost got progression blocked on the boat after Junon because I only had 2 ether, the boss drains mana, and you can't really grind since the merchant doesn't sell tents.  I'll admit though I hadn't yet realized how good osmosis was at that point.  Seemed like he was nerfed for 1.5, or at least the adds didn't spawn, still might not be a bad idea to slightly expand the merchant inventory though.

EDIT:  Osmosis effect seems to be capped at 40mp now.
     
« Last Edit: 2018-02-02 18:24:11 by rickbuzz »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6651 on: 2018-02-02 21:52:06 »
So...  first time posting here.  Been a long time since I fully played through FF7 and I recently had the urge, and I decided to use every mod improvement I could find.  I just wanted to ask a question or two and leave a couple of comments.

-Great mod btw, really has renewed my interest in this old game.

-I played about halfway through the game with new threat 1.4 before discovering new threat 1.5 and decided to start over.  I just finished the boat sequence after Junon with 1.5 then discovered the new beta version of 1.5 available here for the last couple of days.  I'm particularly interested in trying it to see the new stat balancing for materia.  I felt that most materia had harsher downsides than upsides, and were particularly painful to use early game before stats from SP ranks canceled out the downsides (hard to convince myself to wear materia to level it up if it means I'll be running around with 0 dex/vitality).

-On that note, using the seventh heaven manager, can I replace the old 1.5 version with the new 1.5 version in my load order without having any problems with my save or would I need to start the game over again?

-Does this sound right?  (This bit seems to have worked properly)
     -Backup and replace my ff7.exe,
     -set the manager to use the new .exe
     -disable "The reunion menu overhaul" since it also uses it's own exe, which I was previously using. 
     -replace old version of 1.5 with the new version in my load order

-Stat balancing seems inconsistent.  Compare pugilist to shinra turk for example.

-Does luck effect spells?  Options with luck and magic don't seem like they'd be to good.

-The only elemental attribute I haven't figured out is hidden, is that attached to something late game?

-In 1.4 I almost got progression blocked on the boat after Junon because I only had 2 ether, the boss drains mana, and you can't really grind since the merchant doesn't sell tents.  I'll admit though I hadn't yet realized how good osmosis was at that point.  Seemed like he was nerfed for 1.5, or at least the adds didn't spawn, still might not be a bad idea to slightly expand the merchant inventory though.

EDIT:  Osmosis effect seems to be capped at 40mp now.
     
You're right about the rank-ups, looks like it's the old ones pre-patch. I had a mix-up with the flevel before and used one that didn't have the costa save fix, but didn't realise it was so far back. I'll need to sort those and get them back to the updated ones ASAP s;

The new IRO should work, so long as you set it to run with the modified .exe (I don't think there's any major problems if you don't, just that some of the Materia equip effects, limit descriptions, and item text will seem inconsistent if a default exe is used).

Hidden is used as an opposite to Holy of sorts, with anything relating to Jenova or monsters absorbing it and enemies like the Temple of the Ancients + Weapon enemies being weak to it. You can get it onto weapons/armour using Elemental + any magic materia with no listed element (like status magic).

I'll change the cargo ship inventory to use a more expansive one.

Luck does not affect spells unfortunately; Luck on a pure caster

Edit: Yeah, I've used the old rank-ups instead of the new ones; sorry everyone.
« Last Edit: 2018-02-02 21:54:24 by Sega Chief »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6652 on: 2018-02-02 23:15:51 »
Sorry about the mix-up, I fixed the flevel with the new intended rank up options

Installer: http://www.mediafire.com/file/b6356lofjn6ubbo/NT_1.5_Build_-_2nd_February_2018.zip

IRO: http://www.mediafire.com/file/wljrp2ptvjzot8l/FF7%20NT%20IRO%202nd%20February%202018.zip

For save files that have used the old ranks, the new ones will go right on top with no issues but if you want to correct stats then I recommend using the Black Chocobo save editor to reset sources spent on each character then 'restoring' them based on the new rank options:

Spoiler: show

Cloud
{CHOICE}Ex-SOLDIER: +10 STR{, }+5 MAG/SPR
{CHOICE}Mercenary: +10 STR{, }+5 VIT/LCK
{CHOICE}Makonoid: +10 MAG{, }+5 SPR/DEX
{CHOICE}Shinra Trooper: +10 STR{, }+5 DEX/LCK

Barret
{CHOICE}Marauder: +10 STR{, }+5 VIT/SPR
{CHOICE}Vigilante: +10 STR{, }+5 DEX/LCK
{CHOICE}Heavy Metal: +10 VIT{, }+5 STR/MAG
{CHOICE}Techno-Freak: +10 MAG/SPR

Tifa
{CHOICE}Monk: +10 STR{, }+5 SPR/DEX
{CHOICE}Pugilist: +10 STR{, }+5 VIT/SPR
{CHOICE}Brawler: +10 STR/LCK
{CHOICE}Oracle: +10 MAG/SPR

Aeris
{CHOICE}Flowergirl: +10 MAG{, }+5 DEX/LCK
{CHOICE}White Mage: +10 MAG/SPR
{CHOICE}Geomancer: +10 VIT{, }+5 MAG/SPR
{CHOICE}Slum Drunk: +10 STR/VIT/LCK

Red XIII
{CHOICE}Cosmo Warrior: +10 STR{, }+5 MAG/DEX
{CHOICE}Guard Hound: +10 STR{, }+5 VIT/SPR
{CHOICE}Red Mage: +10 MAG{, }+5 STR/LCK
{CHOICE}Sample #13: +10 MAG/VIT

Yuffie
{CHOICE}Materia Hunter: +10 DEX{, }+5 STR/MAG
{CHOICE}Gil Bandit: +10 LCK{, }+5 STR/DEX
{CHOICE}Wutai Shinobi: +10 MAG{, }+5 STR/SPR
{CHOICE}Goddamn Punk: +10 STR/VIT

Cait Sith
{CHOICE}Fortune-Teller: +10 LCK{, }+5 STR/SPR
{CHOICE}Yeti Pal: +15 STR{, }+5 VIT
{CHOICE}Materia Tank: +10 MAG{, }+5 SPR/LCK
{CHOICE}Top Cat: +10 DEX{, }+5 STR/LCK

Vincent
{CHOICE}Horror Agent: +10 MAG{, }+5 STR/VIT
{CHOICE}Beastmaster: +10 STR{, }+5 MAG/LCK
{CHOICE}Berserker: +10 STR/SPR
{CHOICE}Shinra Turk: +5 STR/MAG/VIT/DEX

Cid
{CHOICE}Shinra Ace: +10 LCK{, }+5 STR/VIT
{CHOICE}Engineer: +5 STR/VIT/SPR
{CHOICE}Wingman: +10 MAG{, }+5 VIT/LCK
{CHOICE}Dragoon: +15 DEX{, }+10 STR

Arkanim94

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6653 on: 2018-02-08 07:47:30 »
hello, first time posting here. I was wondering if the 1.5 iro version is still incompatible with menĂ¹ overhaul, cause there was a bug in my set up that made the dialogue boxes really small and the text didn't fit in, and MO fixed that problem.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6654 on: 2018-02-08 22:39:59 »
hello, first time posting here. I was wondering if the 1.5 iro version is still incompatible with menĂ¹ overhaul, cause there was a bug in my set up that made the dialogue boxes really small and the text didn't fit in, and MO fixed that problem.

I think it depends what .EXE you use with both mods together, I'm not 100% sure.

rc2112

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6655 on: 2018-02-09 00:47:09 »
It's been a while but I've finally gotten back to this.

So I just picked up the Relic Ring and I just want to be clear on it's attributes (I can't find anything in the files that came with the mod).

Looks like it prevents regen and manipulation, while granting auto-Barrier/M-Barrier. That's all I can tell. Is there anything else I'm missing?

Thanks!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6656 on: 2018-02-09 12:48:59 »
I think it blocks or even absorbs Restorative as well. It's best combo'd with a drain HP weapon or some kind of elemental-absorb healing (for instance, absorb fire and use fire attacks to heal the character).

rc2112

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6657 on: 2018-02-09 13:10:23 »
I think it blocks or even absorbs Restorative as well. It's best combo'd with a drain HP weapon or some kind of elemental-absorb healing (for instance, absorb fire and use fire attacks to heal the character).

oh cool! That's pretty neat.

Thanks!

UpRisen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6658 on: 2018-02-09 18:51:46 »
I think it depends what .EXE you use with both mods together, I'm not 100% sure.

I played with the FF7_mo.exe and it has a major impact on the stats of materia, to the point where i had characters with 0 of a particular stat because the materia was taking 20-30 away. But with the FF7_bc.exe the game was completely winnable and there were no major bugs or stat swings like the other exes. I played with a full assortment of mods including reunion with NT and the only major problem was that barret softlocks in the first screen of the dark cave when him or cloud have a field model mod on. after i removed it the rest of the dark cave played out.

So long story short you can play NT with the menu overhaul as long as you use ff7_bc.exe.

ZCFoxMan

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6659 on: 2018-02-10 08:58:22 »
I'm having trouble installing any of the 2018 updated installers for the New Threat 1.5 mod. Every time I select the data folder in the Final Fantasy VII file, and try to continue, I keep getting a message that says no files can be found to patch. And yet, the September 2017 installer still seems to work properly.

Arkanim94

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6660 on: 2018-02-10 09:39:32 »
I think it depends what .EXE you use with both mods together, I'm not 100% sure.
I played with the FF7_mo.exe and it has a major impact on the stats of materia, to the point where i had characters with 0 of a particular stat because the materia was taking 20-30 away. But with the FF7_bc.exe the game was completely winnable and there were no major bugs or stat swings like the other exes. I played with a full assortment of mods including reunion with NT and the only major problem was that barret softlocks in the first screen of the dark cave when him or cloud have a field model mod on. after i removed it the rest of the dark cave played out.

So long story short you can play NT with the menu overhaul as long as you use ff7_bc.exe.
thank you very much, I tried ff7_bc.exe and at least the bug that made the limits do less damage in the back row isn't there, so I think it's working fine for me too.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6661 on: 2018-02-10 16:04:44 »
I'm having trouble installing any of the 2018 updated installers for the New Threat 1.5 mod. Every time I select the data folder in the Final Fantasy VII file, and try to continue, I keep getting a message that says no files can be found to patch. And yet, the September 2017 installer still seems to work properly.

The new prototype installer needs to be pointed at the Final Fantasy VII folder instead of the data folder to catch the .EXE; I'll check the text in the installer in case it still asks for Data folder.

rc2112

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6662 on: 2018-02-10 17:29:13 »
Just a random question.

It seems like  I am close to hitting 255 in some of my stats (Granted that is with materia and equipment modifications).
What happens if I hit 255 while leveling up with the sources, but I still have some left? I know you can't exit until you use them all.

Is it set up so that this won't happen? Just want to be sure before I get stuck. Thanks!

UpRisen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6663 on: 2018-02-10 18:55:14 »
sources still get consumed even if you are at maximum stats.

rc2112

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6664 on: 2018-02-10 21:42:05 »
sources still get consumed even if you are at maximum stats.

Awesome, thanks for the heads up.


Also, so I just got Cloud back in my party and went back to Nibelheim to view the Zach/Cloud flashback where they break out of the Shinra Mansion.
The scene did not trigger when I went into the basement room. Was this removed to be viewed later during one of the added side quests?

ZCFoxMan

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6665 on: 2018-02-11 02:00:13 »
The new prototype installer needs to be pointed at the Final Fantasy VII folder instead of the data folder to catch the .EXE; I'll check the text in the installer in case it still asks for Data folder.

Ah, so that's why. Just tried that and it installed perfectly, thank you. Also, regarding some of the information files included with the installer, some of them are a tad outdated. ^^;;; Aside from how the installation instructions were still telling me to install in the data folder, there were other things like how the enemy list has some outdated information; for example, it mentions the X-ATM Scorpion fight in Corel Desert, despite the fact that fight has since been moved to Mt Nibel, yet the file never told me that which left me quite confused. Also, where exactly is Vincent's Supershot ST, his triple AP weapon, located? The "where do I find it" file mentioned how it was in Ancient Forest, but that's only up to version 1.4. It's not there anymore in 1.5 (it was replaced by the Wizard Staff) and I never found the weapon ANYWHERE throughout my entire playthrough.

Leeloo

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6666 on: 2018-02-11 15:04:17 »
-
« Last Edit: 2018-05-18 01:08:56 by Leeloo »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6667 on: 2018-02-11 21:51:42 »
Awesome, thanks for the heads up.

Also, so I just got Cloud back in my party and went back to Nibelheim to view the Zach/Cloud flashback where they break out of the Shinra Mansion.
The scene did not trigger when I went into the basement room. Was this removed to be viewed later during one of the added side quests?

Might be that you have to wait until Disc 3.

UpRisen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6668 on: 2018-02-11 23:14:12 »
Might be that you have to wait until Disc 3.

Check spoiler tag for anyone interested in which quest can be done when.

Spoiler: show
 Vincent and yuffie quest can be completed as early as you can access the area all others after getting to disc 3.

nirwanda

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6669 on: 2018-02-13 15:30:11 »
Big fan of your mod here, played it like a year ago. Wanting to get back to it now.
I really liked the new stuff in arrange mode, but I think the battle with bottomswell (jorgumandr or whatever) is absolutely unbalanced. I've tried many, many times and I can never seem to manage to balance survival and damage (I read a post about someone who grinded to level 31 to be able to get through it). So I had to restart in normal mode. If it is not too much trouble, could you please take a look at it?
In any case thanks for reading and for the awesome mod.
BTW, will the exe edits ever come back? I liked materia equipping having notable effects on stats.

youknowiknow778

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6670 on: 2018-02-13 17:22:21 »
Spoiler: show
Old man in Kalm gives me long range for desert rose, tells me I got him everything then pulls out them master materia, I fight them, they disappear and it says then I received another long range. The issue is I still have only 1 long range in my materia list.


We have a spoiler tag for spoilers, y'know. More effective than just putting "SPOILERS" at the top of your post. :) ~Covarr
« Last Edit: 2018-02-13 20:43:15 by Covarr »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6671 on: 2018-02-14 08:10:20 »
Ah, so that's why. Just tried that and it installed perfectly, thank you. Also, regarding some of the information files included with the installer, some of them are a tad outdated. ^^;;; Aside from how the installation instructions were still telling me to install in the data folder, there were other things like how the enemy list has some outdated information; for example, it mentions the X-ATM Scorpion fight in Corel Desert, despite the fact that fight has since been moved to Mt Nibel, yet the file never told me that which left me quite confused. Also, where exactly is Vincent's Supershot ST, his triple AP weapon, located? The "where do I find it" file mentioned how it was in Ancient Forest, but that's only up to version 1.4. It's not there anymore in 1.5 (it was replaced by the Wizard Staff) and I never found the weapon ANYWHERE throughout my entire playthrough.

I thought they were all split between the Gelnika and the Ancient Forest, I'll double-check it.

hello and sorry for wasting anyones time for asking this but when i install this mod for the first time, am i supposed also install the hotfix patches too immediately after that?

It depends; the installer from the front page requires the hotfixes, but the prototype version that uses .EXE modifications doesn't need them.

Big fan of your mod here, played it like a year ago. Wanting to get back to it now.
I really liked the new stuff in arrange mode, but I think the battle with bottomswell (jorgumandr or whatever) is absolutely unbalanced. I've tried many, many times and I can never seem to manage to balance survival and damage (I read a post about someone who grinded to level 31 to be able to get through it). So I had to restart in normal mode. If it is not too much trouble, could you please take a look at it?
In any case thanks for reading and for the awesome mod.
BTW, will the exe edits ever come back? I liked materia equipping having notable effects on stats.

I'll look at the fight again.

Regarding exe edits, there's a prototype version currently up that will replace the main installer soon once some issues are ironed out. I'll relink it here (mind that it needs to be pointed to the Final Fantasy VII folder as opposed to the data folder):

Installer: http://www.mediafire.com/file/b6356lofjn6ubbo/NT_1.5_Build_-_2nd_February_2018.zip

IRO: http://www.mediafire.com/file/wljrp2ptvjzot8l/FF7%20NT%20IRO%202nd%20February%202018.zip

Spoiler: show
Old man in Kalm gives me long range for desert rose, tells me I got him everything then pulls out them master materia, I fight them, they disappear and it says then I received another long range. The issue is I still have only 1 long range in my materia list.


We have a spoiler tag for spoilers, y'know. More effective than just putting "SPOILERS" at the top of your post. :) ~Covarr

I think you get W-Summon there instead, I'll need to look at the script again.

ZCFoxMan

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6672 on: 2018-02-15 08:44:25 »
Sorry to pester you again, but there's one more thing. I JUST recently discovered a bug, regarding the save point near the entrance of Costa del Sol. Whenever I approach it and the options come up, the controls lock up for both my 360 controller AND the keyboard.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6673 on: 2018-02-15 15:40:01 »
Sorry to pester you again, but there's one more thing. I JUST recently discovered a bug, regarding the save point near the entrance of Costa del Sol. Whenever I approach it and the options come up, the controls lock up for both my 360 controller AND the keyboard.

I must have messed something up, I transferred it over from the over flevel when I realised it was missing from the patch.

Edit: It was a missing label at the top with missing jump, means it never resolves. I'll update the prototype files.
« Last Edit: 2018-02-15 15:45:09 by Sega Chief »

youknowiknow778

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6674 on: 2018-02-16 02:51:44 »
I cannot seem to find the red crystal :(