Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4883035 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1850 on: 2015-08-01 15:42:13 »
You should be able to freely level up to Lv.99 in this build, the 70 cap was removed.

AverageJoeFF7Fan

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1851 on: 2015-08-01 17:47:10 »
sweet XD

when I first read about the lvl 70 cap I was like "how am i spos to beat emerald/ruby ? o.O"

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1852 on: 2015-08-01 18:00:11 »
@Sega Chief
Ah, yeah, the beginner hall still says the level cap is 70.

BelialLion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1853 on: 2015-08-01 18:14:17 »
There's some tricks to his activation, fighting random battles/visiting towns, etc. to get him to appear after fulfilling the other conditions: http://www.gamefaqs.com/boards/197341-final-fantasy-vii/65783838

Zack's DMW counters go through some special attacks as his HP drops past certain points; the text is taken from the Crisis Core game which would display whenever the slots lined up.

Sempai finally noticed me ^^

The mod is 'complete' in a sense, but there's still a lot of stuff that I want to do for it. v1.35 is where the Rank Up system came in to let players develop character stats rather than the game doing it with the kernel arcs. 1.4 is more of an flevel patch, I'm working on events, shortcuts, fixes, and new content. When 1.4 is done, that's when I'm starting work on a New Game+ mechanic for the last version 1.5.

Ah, got it. I'll give it a go when I'm back from a party and let you know if I'm still having trouble getting him to spawn. I actually don't have too much left to do in NT, I believe. Just got to kill the Godberries (yeowza :o), Viridian, and then go complete the game (unless I've missed a boss but I'm pretty sure I've gotten everyone thus far, including Nemesis)!

By the by, I totally like the idea of Masamune being an alternate "Ultimate" for everyone. ;p

ZaruenKosai

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1854 on: 2015-08-01 21:12:51 »
can this be put into bootleg and installed that way?or do i have to install bootleg mods first and than install this mod over those without bootleg?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1855 on: 2015-08-01 21:44:52 »
can this be put into bootleg and installed that way?or do i have to install bootleg mods first and than install this mod over those without bootleg?

I don't think it can, there's been trouble with Bootleg installs before. If you're putting other mods in, then NT would have to go in first due to it's installer that just overwrites everything, and then apply the other mods on top (assuming those other mods have a installer that inserts only it's own files).

rgmarks

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1856 on: 2015-08-02 08:55:56 »
Hey chief, a quick question, your mod is compatible with millenia custom models for cloud swords? I have the steam version.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1857 on: 2015-08-02 11:43:58 »
It should be.

rgmarks

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1858 on: 2015-08-02 13:09:56 »
i ask this because i saw some guy here talking about masasume alternate ultimate weapon. i didnt get it, but ok.

BelialLion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1859 on: 2015-08-02 20:39:45 »
i ask this because i saw some guy here talking about masasume alternate ultimate weapon. i didnt get it, but ok.

Yeah that was me. ;p

It's because in NT, Chief's made the Masamune an alternate "weapon" that any character can equip, it just shows their basic weapon during battle (Like I have it on Tifa, for example, and it just shows her using the Leather Glove). It's a really powerful weapon in NT, adds another sort of option for an end game weapon instead of their own Ultimate Weapon.
« Last Edit: 2015-08-02 20:42:39 by BelialLion »

lappers84

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1860 on: 2015-08-02 21:26:34 »
So reached the temple of the ancients and got completely destroyed by brass dragon.  I'm guessing keeping xatm alive is key.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1861 on: 2015-08-02 23:02:41 »
Yep; give him a Barrier and maybe chuck an X-Potion or Cure2 his way now and then. I think you can track his HP with sense, but he'll let you know if he's fallen below 1/4 HP.

BelialLion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1862 on: 2015-08-02 23:08:06 »
Hey Chief,

The Viridian not spawning thing was indeed just the old Ruby not spawning thing, got that cleared up. Haven't seen/found a use for the Relic Ring yet, what's the story on it? ;p

rgmarks

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1863 on: 2015-08-03 00:14:36 »
Yeah that was me. ;p

It's because in NT, Chief's made the Masamune an alternate "weapon" that any character can equip, it just shows their basic weapon during battle (Like I have it on Tifa, for example, and it just shows her using the Leather Glove). It's a really powerful weapon in NT, adds another sort of option for an end game weapon instead of their own Ultimate Weapon.

ah thanks, now i get it.  =)

AverageJoeFF7Fan

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1864 on: 2015-08-03 00:19:49 »
how do you GET the Masamune?

Robo Jesus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1865 on: 2015-08-03 00:37:08 »
Haven't seen/found a use for the Relic Ring yet, what's the story on it? ;p
You can test it out in normal battles. Try casting some spells or element attacks on the character wearing it and see what it does. ;D :P

BelialLion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1866 on: 2015-08-03 00:51:53 »
how do you GET the Masamune?

You remember that "Weapon" shop in the vanilla game where you give the Mythril to the dude for Great Gospel? Chief's repurposed him so that he's the smithy that forges all of the Ultimates, and he just so happens to be able to craft it for some fairly specific materials. ;p

You can test it out in normal battles. Try casting some spells or element attacks on the character wearing it and see what it does. ;D :P

Yeah I had it on for a while but I admit I didn't give it as proper of an experiment as I should. Cheers. :)

Gatchaman

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1867 on: 2015-08-03 02:01:45 »
Umm, Chief... about the .exe flashback sequence...

Quote

Yeah...
Sephy has ever so slightly diminished in power because he's loaded down with all that materia. (Something like -110% HP)

I'm sure I can still make it through (lots of hit-all spells), and there's always the option of skipping the whole sequence anyway, but this was too funny not to bring up! :D

chaos447

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1868 on: 2015-08-03 03:39:08 »
Holy crap Sample: H0512 is tough!!

I need to grind before I fight him.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1869 on: 2015-08-03 04:11:31 »
Umm, Chief... about the .exe flashback sequence...

Yeah...
Sephy has ever so slightly diminished in power because he's loaded down with all that materia. (Something like -110% HP)

I'm sure I can still make it through (lots of hit-all spells), and there's always the option of skipping the whole sequence anyway, but this was too funny not to bring up! :D

I think that happened before too with the .EXE + materia penalties; I forget they're loaded down with end-game spells + summons ._.

Holy crap Sample: H0512 is tough!!

I need to grind before I fight him.

The trick with Sample is to kill the OPTs accompanying him; these will reduce his defence each time they die and when they're revived it's with considerably less HP making it easier to sweep them out again. Doing this a few times will render Sample much more vulnerable to damage. The Star Pendant from floor 63 can help too, or Bio + Elemental in a character's armour.

Gatchaman

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1870 on: 2015-08-03 12:11:27 »
Sephy still takes the dragon out in one slice, and we made it through the other chumps next time I tried with a little space comet (foreshadowing!) and an Odin summon.
Yuffie has joined the party! And seems to have INFINITE SPEED (not really, but she's getting to levels hitherto unknown, like 100+). This is before ranking up, too, just with equipment. Being able to get a plus twenty DEX from a steal materia means I've even put it on Aeristh at one point! I bought another one in Kalm, but didn't go mad. Is there much penalty to having zero luck? Cause that's what's happening, a lot! :P
Oh yeah, I was thinking about rank up - do I have to get to Fort Condor to rank up now? That's the nearest save point, I think.

AverageJoeFF7Fan

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1871 on: 2015-08-03 12:48:59 »
@Sega

I'm curious, why do you use .EXE modifications? Is there a reason you cannot do it another way? I've seen people modify Materia without touching the .EXE.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1872 on: 2015-08-03 13:15:30 »
Sephy still takes the dragon out in one slice, and we made it through the other chumps next time I tried with a little space comet (foreshadowing!) and an Odin summon.
Yuffie has joined the party! And seems to have INFINITE SPEED (not really, but she's getting to levels hitherto unknown, like 100+). This is before ranking up, too, just with equipment. Being able to get a plus twenty DEX from a steal materia means I've even put it on Aeristh at one point! I bought another one in Kalm, but didn't go mad. Is there much penalty to having zero luck? Cause that's what's happening, a lot! :P
Oh yeah, I was thinking about rank up - do I have to get to Fort Condor to rank up now? That's the nearest save point, I think.

That's the next save point, yeah. As for 0 Luck, it basically means you won't be able to get any Lucky Dodges and your critical hit rate will be dependent on your weapon's rate (it'll be 1-2% on average).

@Sega

I'm curious, why do you use .EXE modifications? Is there a reason you cannot do it another way? I've seen people modify Materia without touching the .EXE.

It depends what kind of changes you're looking for. You can change the spells, AP, name, which bonus/penalty set they use, etc. without the .EXE but actually editing the values that are given for bonuses and penalties requires an .exe edit due to these being stored there.

AverageJoeFF7Fan

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1873 on: 2015-08-03 13:24:58 »
ah I see.

what else does your .EXE patch do? (wondering if I should start from scratch or keep going with my save)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #1874 on: 2015-08-03 13:52:01 »
It makes adjustments to Limit Breaks as well, another thing stored in the .EXE. Some of the useless ones were given an overhaul while others were downtuned in power.