Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4837310 times)

DKOmni

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9650 on: 2020-05-30 12:44:21 »
So someone told me that you can fight the Commandos on the Highwind (the ones in the Chocobo room) but I haven't been able to do so (the Captain is sleeping in the hay). Is this Disc 3 content or have I been trolled? Just finished Return to Rocket Town. Thanks so much!

carlcamper

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9651 on: 2020-05-30 13:18:39 »
It should work the same way as before, regardless of whether Bugenhagen's around or not. Are they all mastered? They're intended to drop as Mastered, but some have multiple pick-up locations so if any of them aren't then I'll need to adjust that.

Just checked, Titan, Ramuh, and Ifrit aren't Mastered, though next level says 0. Any way to address this?

Ozscar

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9652 on: 2020-05-30 17:11:16 »
Hi there,

When the game crashes it says an emergency save file was created... am I able to get my progress back, and if so how? Not sure how to access this emergency save file.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9653 on: 2020-05-30 18:22:03 »
So someone told me that you can fight the Commandos on the Highwind (the ones in the Chocobo room) but I haven't been able to do so (the Captain is sleeping in the hay). Is this Disc 3 content or have I been trolled? Just finished Return to Rocket Town. Thanks so much!

There used to be a Boss Fight menu handled by those NPCs but it was retired because it meant I couldn't put certain things on their drops/steals/morphs without making them farmable via that menu.

Just checked, Titan, Ramuh, and Ifrit aren't Mastered, though next level says 0. Any way to address this?

My bad, I'll need to set those as mastered in this version.

You'll need to use a save editor to either set those Materia to master, or add a Master Summon to inventory.

Hi there,

When the game crashes it says an emergency save file was created... am I able to get my progress back, and if so how? Not sure how to access this emergency save file.

I'm not entirely sure what that emergency save is either, it seems to be used with the driver but I think it's more of a crash dump for debugging or something rather than an actual save file that can be used.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9654 on: 2020-05-31 00:02:39 »
Having difficulty getting a Mu (and a few goes at their stronger version, Trickplay) to cast Lv4 Suicide. Might be a good idea to slightly bump up their chance of using it, if you can. Have spent several hours with Aeris just beating them with the Wizard Staff to restore their MP waiting for them to use it.

thunderbreak

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9655 on: 2020-05-31 00:51:37 »
Having difficulty getting a Mu (and a few goes at their stronger version, Trickplay) to cast Lv4 Suicide. Might be a good idea to slightly bump up their chance of using it, if you can. Have spent several hours with Aeris just beating them with the Wizard Staff to restore their MP waiting for them to use it.

That's not a issue from the mod I don't think. Just played the original PS version on my Vita and they do the exact same thing. Can't manipulate and won't cast L4 suicide. Just got to keep on trying.

EmperorSteele

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9656 on: 2020-05-31 02:42:30 »
I think the little guys want you to be the correct level where it would have the most effect. The ability in question has been edited so that it does earth damage, but bonus damage if the opponent is the same level (it seems to have gotten rid of the "mini" effect). So I would "sense" one of the Mus, and if they're a higher level than you, try to level up a bit until you match. If you're already higher than them, maybe revert to an earlier save, or pull in a character who might be lower level if you haven't been using them.

EmperorSteele

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9657 on: 2020-05-31 04:34:47 »
Hey Sega, is there any specific reason why Aerith can't equip the Escort Guard? I have it, and it shows up for other characters, but when I try to equip it it to her, it's not in the list!

OatBran

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9658 on: 2020-05-31 05:21:16 »
Hey Sega, is there any specific reason why Aerith can't equip the Escort Guard? I have it, and it shows up for other characters, but when I try to equip it it to her, it's not in the list!

It's for male characters only. Its a guard for an escort.  Its like that in vanilla as well I am pretty sure. This game was from an earlier age where the social normal was for an escort to be a girl I suppose :p It's opposite is the minerva band, only girls can equip that.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9659 on: 2020-05-31 06:05:56 »
It's for male characters only. Its a guard for an escort.  Its like that in vanilla as well I am pretty sure. This game was from an earlier age where the social normal was for an escort to be a girl I suppose :p It's opposite is the minerva band, only girls can equip that.

Cait Sith can equip the Minerva Band and the Escort.

Though, that may just be due to spoilers.

Weisshuf

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9660 on: 2020-05-31 11:36:09 »
Hey guys,

I want to do a 100% run of this mod, but the "Where is the thing" document doesnt really show the items in a chronological order. I really dont want to miss anything. Also is there everything that was added newly to the new threat mod? Help would be appreciated.
« Last Edit: 2020-05-31 11:54:55 by Weisshuf »

DKOmni

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9661 on: 2020-05-31 11:40:09 »
There used to be a Boss Fight menu handled by those NPCs but it was retired because it meant I couldn't put certain things on their drops/steals/morphs without making them farmable via that menu.

Ah I understand. I'm assuming then that the Junon cups dont have good drops/steals/morphs?
« Last Edit: 2020-05-31 11:42:12 by DKOmni »

OLKv3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9662 on: 2020-05-31 12:45:34 »
Speaking of L4 Suicide. It's been changed to a much weaker Earth move but Jenova still royally screws your party over if you use it on her lol, from back when it was Suicide.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9663 on: 2020-05-31 14:08:38 »
Having difficulty getting a Mu (and a few goes at their stronger version, Trickplay) to cast Lv4 Suicide. Might be a good idea to slightly bump up their chance of using it, if you can. Have spent several hours with Aeris just beating them with the Wizard Staff to restore their MP waiting for them to use it.
That's not a issue from the mod I don't think. Just played the original PS version on my Vita and they do the exact same thing. Can't manipulate and won't cast L4 suicide. Just got to keep on trying.

I'll adjust it.

Hey Sega, is there any specific reason why Aerith can't equip the Escort Guard? I have it, and it shows up for other characters, but when I try to equip it it to her, it's not in the list!

Escort Guard and Minerva Band are locked to male characters and female characters respectively. Cait Sith can equip both.

It's for male characters only. Its a guard for an escort.  Its like that in vanilla as well I am pretty sure. This game was from an earlier age where the social normal was for an escort to be a girl I suppose :p It's opposite is the minerva band, only girls can equip that.

An escort is a group of guards you send along with someone to get them somewhere; you escort them there.

Cait Sith can equip the Minerva Band and the Escort.

Though, that may just be due to spoilers.

A long time ago, characters had an 'ultimate armour' in addition to an ultimate weapon that only they could equip. The odd one out was Cait Sith, who was able to equip any of the other character's ultimate armours including the escort guard and minerva bangle (which were like an alternative ultimate that could be equipped across several characters). It was done to make him more appealing as a party character, but the whole armours thing itself was flawed to begin with due to the lack of actual armour entries and was reverted. Cait kept access to escort and minerva though.

Hey guys,

I want to do a 100% run of this mod, but the "Where is the thing" document doesnt really show the items in a chronological order. I really dont want to miss anything. Also is there everything that was added newly to the new threat mod? Help would be appreciated.

A vanilla guide for item locations would do 95% of the work. Some of the stuff in those locations is changed but the location itself isn't, so following that guide would get you to most of the stuff. The things listed in the document are items not in their usual places and most are for Disc 3 which can be done in any particular order.

Ah I understand. I'm assuming then that the Junon cups dont have good drops/steals/morphs?

Can't actually remember, probably not.

Weisshuf

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9664 on: 2020-05-31 14:15:38 »
A vanilla guide for item locations would do 95% of the work. Some of the stuff in those locations is changed but the location itself isn't, so following that guide would get you to most of the stuff. The things listed in the document are items not in their usual places and most are for Disc 3 which can be done in any particular order.

Could you recommend a item location guide that goes chronologically?

OatBran

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9665 on: 2020-05-31 16:37:29 »
You always have to take everything so seriously Sega lol. You don't know me by now or my inherent sarcastic nature I mean come on look at my face and tell me I look serious. I know what an escort is but thought it was pretty funny to look at it from the perspective that I said.

If you think about it, using your definition, the literal meaning of the piece of armor is the "guard guard" sounds pretty silly to me. At least with my way it means protection the actual guard of an escort. Why would it be restricted to female characters anyway in your "proper" definition. You saying girls cant protect something or someone valuable?

(<---- again look at the face) :p

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9666 on: 2020-05-31 16:58:09 »
Could you recommend a item location guide that goes chronologically?

Depends on wether you wanna get ALL items, or just the essentials. Most of the things you'll want are given to you near the end of disc 2 and 3 by doing the side-quests. The items you'd have to worry about missing are moved so you shouldn't miss them.

Everything else is replaced with duplicates of items you'll already have, or consumables.

You'd really just need to use a guide of the entire game, since they generally make sure you're given enough information to grab everything. Like Sega said, the huge majority of item placement isn't moved anywhere. If it was moved, it's accurately detailed in the "Where Is This?" file you're given with the mod.

EmperorSteele

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9667 on: 2020-05-31 17:46:09 »
Oh, wow. I used to consider myself an expert at this game and had no idea that the two armors were gender-locked. Then again, there's a lot that I'm realizing that I didn't know!

Weisshuf

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9668 on: 2020-05-31 19:56:19 »
Depends on wether you wanna get ALL items, or just the essentials. Most of the things you'll want are given to you near the end of disc 2 and 3 by doing the side-quests. The items you'd have to worry about missing are moved so you shouldn't miss them.

Well, if most of the stuff is only consumables and not some good armor/materia, then an essentials guide would be enough.
Also, are materias on the materia spots and consumables/armor/weapons on the same? Or is everything over the place?
« Last Edit: 2020-05-31 20:11:13 by Weisshuf »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9669 on: 2020-05-31 21:26:58 »
Could you recommend a item location guide that goes chronologically?

Most guides go chronologically.

You always have to take everything so seriously Sega lol. You don't know me by now or my inherent sarcastic nature I mean come on look at my face and tell me I look serious. I know what an escort is but thought it was pretty funny to look at it from the perspective that I said.

If you think about it, using your definition, the literal meaning of the piece of armor is the "guard guard" sounds pretty silly to me. At least with my way it means protection the actual guard of an escort. Why would it be restricted to female characters anyway in your "proper" definition. You saying girls cant protect something or someone valuable?

(<---- again look at the face) :p

I'd rather not look at your face.

Depends on wether you wanna get ALL items, or just the essentials. Most of the things you'll want are given to you near the end of disc 2 and 3 by doing the side-quests. The items you'd have to worry about missing are moved so you shouldn't miss them.

Everything else is replaced with duplicates of items you'll already have, or consumables.

You'd really just need to use a guide of the entire game, since they generally make sure you're given enough information to grab everything. Like Sega said, the huge majority of item placement isn't moved anywhere. If it was moved, it's accurately detailed in the "Where Is This?" file you're given with the mod.

Well, if most of the stuff is only consumables and not some good armor/materia, then an essentials guide would be enough.
Also, are materias on the materia spots and consumables/armor/weapons on the same? Or is everything over the place?

Depends, some are some aren't. Steal is in the same place in the Sewers for instance, and Full Cure is still in the Cosmo Canyon shop back-room. But you get Underwater Materia from the white chocobo in Mideel instead of Contain Materia, and HP Plus is found in the Crater where Mega-All was in vanilla (with Mega-All being in the Purple Materia cave). The locations used are the same, just not necessarily always the same thing sitting there.

OatBran

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9670 on: 2020-05-31 22:43:12 »
I'd rather not look at your face.


Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9671 on: 2020-06-01 01:49:52 »
I'll adjust it.

I just thought about it, is this Lv4 Suicide? If its name was changed to Quarry Fuse then no adjusting needed. They use it pretty often and I just didn't know better.


OLKv3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9672 on: 2020-06-01 03:56:43 »
I just thought about it, is this Lv4 Suicide? If its name was changed to Quarry Fuse then no adjusting needed. They use it pretty often and I just didn't know better.


That's the move.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9673 on: 2020-06-01 08:24:20 »
Truly, I am a professional moron.

But speaking of E.Skills, do Malboros really have Magic Breath in 1.5v normal mode (not playing arranged yet)? Can't access Stillva's on the save I'm currently working on (disc 3), and Parasites don't have it when Manipulated.

Took a break from E.skills to get more side-quests done.
« Last Edit: 2020-06-01 08:41:15 by Saberfrost »

Weisshuf

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9674 on: 2020-06-01 09:01:06 »
What is the difficulty difference between normal and arranged by the way?
I heard there is a randomize stat option but I dont know where to find it.

Also, if I only use the installer instead of 7th heaven, would steam achievements still work?
« Last Edit: 2020-06-01 10:03:06 by Weisshuf »