Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sega Chief

Pages: [1] 2 3 4 5 6 ... 164
1
Hello! I played 1.5 a few years ago and I'm trying 1.5 Arrange for the first time now, and Plasma Buster is beating my ass. Anyone have any tips?

Spoiler: show
Between the two of them I just cannot seem to heal through the damage while also killing them fast enough to not run out of resources. I thought maybe focusing the left one and hitting in the back would kill it quicker but the extra incoming damage from the counterattacks just ended up making things harder.




I took a look and it seems the majority of its attacks are %-based on the target's maximum HP. I'm unsure what a good way of getting through it without things becoming resource-intensive would be, as you'd likely need to burn a lot of Potions to deal with it. It's maybe worth trying grenades as they should deal a decent chunk of damage at that point. If you need more resource while in Reactor 5, Special Combatants drop Hi-Potions or Potions, Blood Hounds drop phoenix downs (and potions with a better rate than special combatant), and Proto-Machineguns drop Grenades. Sorry I don't have much better advice than that, 1.5's not too familiar to me by this point as a lot of time has passed.


I am having some issues with crashes at the start of some specific fights.

I am playing New Threat 2.0 with 7th Heaven.

The first instance of this crash was the fight at the elevator when the party lead swaps to Aerith
The second instance was the boss fight at the cargo ship.
The third instance was the boss fight at the Forgotten Capital.

The only reason I was able to get past these fights was because I disabled new threat > did boss fight > reenabled after save point. I'm aware this might be why I am still having crashes on the 2nd and 3rd instance but I'm not sure. I've only backed up the saves for the 2nd and 3rd instance to try fix the errors with no success.

All 3 of these crashes have been the same. As soon as the fight starts, maybe around 0.5 sec into the transition, the game will force close with no error message that I can see. I've tried disabling all my other mods and left only New Threat and keep getting the same issue.

I have updated FFnx because I thought that was the issue but get the same error. Any help would be appreciated.

(Note: I have also tried the mod using the test saves listed on the main post and get the same crashes)

I'm unsure what would be causing this; are you on Type A or Type B? Also, is this the main NT 2.0 IRO or one of the variants like the vanilla combat one?


Hello. I am enjoying the Combat Only version of this mod. But I do have some concerns that only became apparent when I peaked at the changes you made to the game in the full version, some of which carry over to the Combat Only version.

Namely, that many of the boss enemy rewards were reworked. Some final weapon and limit break items are obtained that way, but a look at the readme shows that they have been moved to field events. Another issue is Cloud's Omnislash, which was a Gold Saucer reward. One thing that wouldn't be apparent from the description of Combat Only would be that "Combat Changes" also includes changes to shops, which seems like it would include Gold Saucer. It also seems Yuffie and Red's limit breaks were moved from battle rewards to field rewards.

If it is the case that these things are rendered unobtainable, then it would make sense to at least warn a potential user about it so they can be fully informed before investing any time in that version of the mod. If you have restored the original methods of obtaining endgame gear and limits, then no worries (though I'd have personally made a note of that as well).

Even if I have to give up on this mod, it was fun while it lasted. Thanks!

I'll do a once over of it to get these things set back up; sorry for the inconvenience.


Finally getting around to checking out v2.0 (Type B), and mostly enjoying it so far. However, I've noticed that a lot of the unique versions of bosses from v1.5 have been rolled back to their original iterations! I'm glad v1.5 is still around and maintained, but I have to ask: why did these get cut? One of my favorite parts about the mod was that pretty much every major encounter got a new color scheme and a new name to go with the new AI and mechanics. Midgar didn't really have this problem because of the Type B differences, but having just finished up the Boat section, I'm seeing more and more vanilla bosses. I get keeping Type A as close to vanilla as possible, but Type B really feels like the place to let loose with the wild ideas and crazy designs.

So far, a lot of the issues I had with v1.5 have been addressed in one way or another, so in terms of raw gameplay, I'm really loving v2.0. I just wish it didn't have to come at the cost of the interesting and creative boss changes!

I wanted to go back to the original bosses for Type A and do different ones for Type B; they do have the same renovation to their attacks, AI, etc. as the 1.5 bosses do but a bit less drastic and closer to their original FF7 counterparts. Type B I could maybe expand on in the future; not all bosses were swapped out I think.


Hi, wondering if someone has an answer i haven't been able to find. Im trying to get Barretts Ulitmate weapon. As far as im aware it drops from the X-ATM thaty spawns at Corel Reactor.
I'm unable to get him to spawn where he should.  I have Barrett in my party, and I've been to the bottom of the north Crater to the save point right before the end of the story.
I figure im missing something simple, but cant figure it out.

From what I can see, the only trigger is that you're on Disc 3 and Barret is in the party, both of which you have met. Are you on the regular NT 2.0 or one of the variants like vanilla combat? It'll be disabled for those.

Hi everyone.

I have been playing through the fantastic New Threat 1.5 mod and I have encountered a bug/glitch that prevents me from progressing. It appears to be isolated to one specific cutscene camera transition where the screen just goes black and the game becomes unresponsive. It occurs twice in quick succession in the early game due to the same camera angle/position being used for 2 different cutscenes and once in the endgame (so far from what I have played) and the only way to exit the game is to close the program manually.

It first happens in disc 1 Midgar when the party is climbing the Shinra HQ building. At one point (I can't remember exactly as it was a couple weeks ago this first occurred) there is a cutscene transition where we are shown President Shinra's dialogue with someone and at first we are shown the room at a wide angle - you can see the stairs coming up to the floor, President Shinra's desk and President Shinra. Right before President Shinra starts talking, the camera transitions to several feet in front of his desk, looking head on at him and the scene continues to play out. In my recent playthrough of New Threat 1.5 when I get to this point in the game's story, the cutscene starts as normal and I see the wide view of President Shinra's office but when it fades out to transition the camera position the screen stays black and the game becomes unresponsive and unplayable. I tried removing all other mods besides NT 1.5 and still I encountered this crash.

I did some searching online and found a post from a few years ago where someone encountered the same issue and was able to bypass it by saving at the last possible point before the cutscene starts, closing the game, switching installed mod to New Threat 2.0 and resuming the game. After the cutscene plays, find the closest save point and save the game, close it, and restart one more time but with NT 1.5 installed again. This did work for me and thankfully at this point in the game there is barely any progress between these 2 save points that it had no impact on anything.

This happens twice in this sequence in the story and so I encountered it again and bypassed it using the same method as before. I hoped it wouldn't be an issue again but I just recently got to the Dark Cave in disc 3 and as I have made my way through this piece of content there is a point where I am in this room again and the camera makes this same transition. The game unfortunately crashes like in the disc 1 instances but this time switching the New Threat 2.0 isn't working completely this time. I am able to start the game with NT 2.0 and trigger the camera transition but once it has repositioned nothing happens. There is no dialogue from the NPC in front of me and I am unable to interact with them. I am not sure if that is intended or not (i don't think it is) as I haven't fully played through the Dark Cave yet. I can able to move though but can't get out of the area from anywhere, not even the way I came - I am trapped essentially lol. I did make a save in another slot before venturing in there though so luckily I am only locked out of the content it seems.

I'd really like to see this quest through to the end so if anyone has encountered something similar and have figured out a way to bypass it please reply.

If not, if there is any other way I can exit the Dark Cave area without having to load another save file I am all ears. I want my Micro-Engine and LuvLuvG!

I'll see what I can do about the Shinra Building one, that's intermittently come up in the past but I'm unsure of the cause. I think it may be related to the model listings or perhaps some corruption on the field itself that I need to try and fix.

So i had a quick question. im playing the 2.0 part b version, and trying to start the Junon League. The tipsheet says to talk to the soldiers in the league hall in Junon, but when i talk to those guys, i just get the tips and advice menu, is there some other step im missing?

The Junon League was removed in the 2.0 build, it was only in the 1.5 build.

2
I remembered that I didn't get an answer to this question before.

Another glitchy thing I noticed: Cloud has equipped Counter Attack materias, and he occasionally counters the buff spells used by the other characters, such as Great Gospel, by attacking the character who cast the buff spell. Or if a character is confused and hits Cloud, he counters by beating up the character. Can you set the Counter Attack so that it's not triggered if an ally targets the character who has Counter Attack equipped?

For W-Attack, it seems it has the same random target property set as 4x-Cut. I think this is to avoid a bug that can happen with weapons that can target all enemies as part of their target conditions but I'll test it out and set 2x-Cut to be targeted again if turns out to be fine.

3
I've updated NT to fix the Type A/B New Game problem, and I've updated VC to set the correct battle for the end of Disc 1 and removed the extra encounter from the Underwater Reactor. I've also updated the Stand-alone installer to the current files.

4
Dear Sega Chief!
First of all thank you your hard works!
I'm notice 2 things with your mod:
1. If I use the mod with Thunamods Finishing Touch the expanded icon is not working. (If the NT mod is off its working again.)
2. For example in the Elemental materia (but in other materia also) the Magic def -7 is actually lowering the Spirit stat.
The result is the same but not exactly, because if its really just the Mdef reduce the Spirit is still remain the same.
Please change this lowering to Spirit -7.
i don't know there is other typos but I'm playing :)
Best regards.

I think for the finishing touch icons there needs to be a NT setting enabled in their IRO for compatibility (if one has been added); if there is no IRO option then it's incompatible.

Spirit and Magic Defence are functionally identical. If you have, say, 50 Spirit with a 100 Magic Defence armour equipped then you have the exact same total magic defence as a character with 100 Spirit and a 50 Magic Defence armour equipped. The two values are added together and have the same weight. I can try and change the text string in the .EXE though if I can find it for consistency's sake.

Hello ^^
Any ETA about the standalone installer v2.0.99993 ?
I'll need it to update the NT mod in my AIO pack (big release coming so if i can get your lastest version too, it would be cool)

Thanks for allllllll your great work about this mod !

I'll put it together today, sorry for hassle.

Hello, I would like to report a bug for New Threat 2.0 Vanilla. When Aerith dies, instead of fighting Jenova Life, I find myself fighting the two Shinra soldiers from the first battle of the game after the train.

Running 7th Heaven 3.4.0.0 (stable) with FFNx 1.18.1.0
Thanks for your time.


I prob swapped that in during testing for speed and forgot to revert it to the actual battle ID; sorry about that, I'll update the vanilla IRO today.


Hello all,

Im not really a regular here but was recently looking to get back into playing original FF7 and decided to play NT.  After getting up to around wall market on type b I decided that I prefer a slightly more original / vanilla scenario and opted to start over with type a. I couldnt seem to verify anywhere else online, is Tifa joining at the start of the game and the first boss being the altered guard scorpion up stairs a universal change for NT in both scenario types or is my install bugged and not changing to the correct type when I start a new game, as these changes are present when I select type A. I understand that there are some changes to the core game with NT (which I dont mind) but just wanted to be sure before I continue playing.

My other question which is related to the above I suppose, is scenario type A ultimately faithful to the original game in terms of narrative? I love the idea of an improved for fleshed out narrative fix for the game but still want to keep it true to the original games intent. Im sure its an unpopular opinion by many, but personally I have never enjoyed any of the post psx ff7 related games / media that has come out over the years "expanding" ff7s mythos and world. I noticed in type B, the script for the game seemed to more align with things like crisis core and remake being canon, which id prefer my ff7 game to have nothing to do with that (no offense to anyone who likes CC or Re). 

Thanks

Also, in case anyone is interested, steam has a program called lossless scaling. If will inject artificial frames (interpolation) into windows, including borderless full screen games, with minimal induced input lag. It has made playing ff7 with the 60 fps mod absolute eye candy, running at "120" fps. Absolutely gorgeous.   

Type A isn't supposed to have that happen at the start, sounds like the variable that handles it has gotten toggled to enable Type B somehow. I've replicated the bug so I'll need to update the mod today to fix it.


I'd like to report a new bug on NT Vanilla 2.0. The underwater boss that should normally give Barret his last weapon is bugged. Instead, we face a goblin.

That boss blocking the reactor isn't supposed to be there; I'll remove him (assuming you mean the boss before Carry Armour).



there are 2 checks the mod tells you about to ensure kernel/scene data is loaded correctly at start of game.
check inventory see if reactor bomb is present in list, alongside first fight should be labled MP's alongside having materia differences from original.
I'd be willing to bet that your running other mods alongside. ensure check your load order. some other mods may of also had field/battle edits most likely overriding new threats scene.bin file for that fight.


This user is on the vanilla combat version which doesn't have kernel checks, etc.


Version: FF7 on Steam - NT 2.09999.7z (no other mods or mod loaders)

Probable bug:
Type B playthrough - when leaving Shinra HQ after the bike mini-game, you get thrown into fight. none of my characters have any of their materia equipped and they all start with limit break.
You are able to check and sort equipment/party before the mini game starts when it gives you directions for using the bike - everything is equipped as expected here.

EDIT: I managed to get around it, i believe pressing a certain button on mini-game instructions causes a reset to all equipped materia.

I think there's this old thing there where it performs a full unequip when using the square button or something. I'll go ahead and remove that and replace it with a different button.

I remembered that I didn't get an answer to this question before.

Another glitchy thing I noticed: Cloud has equipped Counter Attack materias, and he occasionally counters the buff spells used by the other characters, such as Great Gospel, by attacking the character who cast the buff spell. Or if a character is confused and hits Cloud, he counters by beating up the character. Can you set the Counter Attack so that it's not triggered if an ally targets the character who has Counter Attack equipped?

I'll need to test W-Attack and see what it's doing target-wise.

I don't think I can modify the way counter attack works, I'm afraid. I'm not sure where that routine lives.

Hi there! I coudn't find the underwater material. Or maybe there is an other method to remove the 20 min limit for the Emerald Weapon boss fight?

It was modified into a different materia but it still retains the 20-min countdown elimination; it can be acquired from the black-caped guy in the Mythril Mines by handing in all 12x 1/35 Shinra Soldiers (the documentation lists their locations).

5
Coming back to New Threat again after getting the itch to play OG FF7, and this time I'm using 7th Heaven instead of the other option.

Nothing too big to say so far (other than it's still amazing!), but I noticed I had picked up Added Steal much sooner than when the Item/Materia/Enemy Skill documentation says I should get it, but I forgot where exactly I picked it up from. I suspect the documentation may need an update lol (I'm in Type A for reference)

I'm mainly here to say that the nerfs to HP and MP draining moves are way too harsh across the board. I fully understand that weapons and Added Effect=Drain needed to be nerfed (along with draining attacks used by enemies), but it comes with the consequence of abilities like Osmose being borderline useless. If possible, I suggest having 2 Drain Formulas: one being the nerfed drain called Partial Drain, and the other being a 1:1 drain called Full Drain. Partial Drains can apply to most enemy attacks, draining weapons, HP Absorb, Nanaki's Blood Fang Limit (since it drains both HP and MP), and so on, while Full Drains being used for Osmose, Player Drain Spells, Nanaki's Sled Fang Limit, and other spells & abilities you feel are suited for the Full Drain property.

I'm also here to complain once more about Howling Moon still being one of the worst limits in the game lol. There really isn't any point in the game where choosing Howling Moon is ever worthwhile due to the Berserk status. Like I mentioned last time I talked about Howling Moon, random battles end far too soon for Howling Moon to be worth using (and Earth Rave will often end random battles outright), and bosses are far too dangerous to use Howling Moon against due to the Berserk. Not to mention the fact that the Dragon Force enemy skill does basically the same thing but better and on demand. My suggestion is to remove the Berserk entirely, and tweak it to give some buffs to Magic Attack in some way, like giving the party one charge of Quadra/Octa-Magic for all of their spells and either an MP Regen effect or a No MP Cost Buff that lasts for maybe 4 spell casts, if these are at all possible to implement. This would improve his Lv.3 Limits Set by giving better utility effects for the party, and make his Lv.3 Limit Set actually appealing to Magic Based Nanaki builds.

All in all, it's been a blast to play through again!

Yeah I can review the drain formula change (and Osmose), and I'll adjust Howling Moon.

Hello SegaChief, and happy Rebirth everyone!

I've seen people asking for help on reddit a few times regarding 1.5 documentation. I think this google.doc https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1476248842 was posted somewhere in this thread and I've pointed a few people to it. Seems to be correct on all things, so I thought maybe you could pin it next to 1.5 installer. Thanks! Also thanks to the amazing person/s who made that spreadsheet!

Ah thanks for finding this, I'll add it to the front post.

Hi Sega Chief and all,

I have played and finished FF7 a loooong time ago and I'm thinking of giving it a new play-through with New Threat. My question is what do you guys recommend? 1.5 or 2.0? And which mode? I don't really care if the story diverges greatly and I love hard games as long as it's not HP bloat. I started to test out version 2.0 and it was cool to see how things diverge right at the beginning with a certain someone joining right away in type B. So please give your feedback on which version I should play and please elaborate without any spoilers! Thank you for the amazing work on this project!

I'd recommend 2.0 as I feel I refined it a fair bit but people tell me they prefer 1.5 as it's a bit harder and has a little more stuff to do.


6
Have updated NT and NT VC; I'll need to update the patch notes and the stand-alone installer + reunion versions later though. IROs are currently up to date.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-25 18:27:04 »
I never picked up a gravball in the Train Graveyard. I'm not sure if I somehow switched into normal mode (and saving in the added save point in the sewers before switching back) by temporarily switching to New Threat 2.0 during that sequence, but there's no visible indication (even if it is a debug/dev functionality) that says I am still in Arrange mode. I did some level of grinding in the Trainyard (just to check to see if an upgraded staff for Aeris was stealable - I got a Dream Powder instead. I did manage to steal a T/S Bomb from Reno (as a rare drop - often got a Bolt Plume instead) and that would have never occurred to me.

The same flag is used between 1.5's Normal/Arrange and 2.0's Type A/B; hopefully the different event progression didn't mess anything up while 2.0 was active but if you're at Reno then it sounds like things should be fine. If no gravballs then just use magic attacks to eliminate the pyramids.

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-25 15:33:26 »
Thanks.

I wanted to also ask (but forgot to previously) was that when I did the Reno fight during the Sector 7 plating event, that I was unable to remove the barriers with physical attacks (which was the vanilla counter IIRC). Using limit breaks that did physical damage did not appear to do it either.

I did also want to mention I was running the Arrange mode difficulty (not the Normal mode) and hoped the brief change to New Threat 2.0 (2.099992) to temporarily work around the animation crashing bug isn't causing this.

In 1.5, I think the pyramids are immune to physical damage on Arrange mode so magic is needed. They have death weakness to the gravity element though so if you picked up any gravballs from the train graveyard they can oneshot the pyramid.

Ah I must admit I'm not to sure what vanilla karnel character Ai is. But I did stop playing for now as I feel the bugs will just get worse the more I progress, I still have the saves from before the Cosmos canyon boss and Gongaga, soI can always continue from one of those saves if you manage to fix the issues. As I didn't wanna save outside shrinra mansion considering the glitched commandos are right there.

I also tried installing the normal New threat 2.0 to see if it puts my saves as type A, but still type B.

Yeah would be for the best until the patch is ready for VC.

Recently got into the game again after spending my entire childhood playing the original. The game literally changed my life. Can't believe the amazing mods that have been developed. The game looks, feels and plays fantastically.

Only problem I have, and I think it is this mod, is the game difficulty. It never asked me at the start if I wanted to play a harder version of the game but i'm finding it impossible and also frustrating due to the long periods between saves and having to replay over and over. For example. After clearing Don's mansion (last save before you go to save Tifa) you drop into the sewer. Sewer Beast kills Aerith with it's opener. Cloud/Tifa need to use instant Potions to stay alive and then you're on the back foot. Sewer Beast hitting for c.300 and Cloud HP is only 457.

I can't remember it being so hard and my boomer brain just can't beat it without thinking about going back to grind mobs and out level the boss.

So onto the question. Is this mod making it so difficult? If yes can I tune it down? If yes and I remove the mod, what else am I missing out on? I don't want to lose all the awesomeness that makes this new game fun, I just want to be able to play the game instead of the game kicking my ass

I had a look at Aps and saw that his Sewer Tsunami was hitting unusually hard compared to the other variant which comes from behind the player. I realised that the back attack flags for these attacks have been set the wrong way round so I'll have this fixed in the next patch.

One thing about the sewer though, there is a save point added up in the corner of the field (however it won't be there if Combat Only is being used):



If the combat difficulty isn't to your liking, then there is a toggle in the IRO for relax mode which eases the enemy parameters a bit. Another option is reverting to vanilla encounters using the Vanilla Combat variant of NT but that currently needs a patch to fix an issue which I'll hopefully be done with today.

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-25 00:56:50 »
Sorry to bug you with another "Bug" report so soon after posting yesterday. Can confirm the update yesterday fixed the crash by removing the type b route at the reactor. However I noticed few more odd things, firstly I never encountered the turks in the forest in Gonganga the encounter Rude saids he likes tifa then a battle starts.


Second Cosmo canyon the fight at the end isn't the vanilla boss instead it a bunch of
adamantaimai spamming shell and protect, unlike  the scarlet one from yesterday though it dosn't crash the
Game. It's just a bit random, I assume it's not supposed to be part of the vanilla combat?.

Nibleheim some random commandos are blocking the entrance to the shrinra manor and the battle is in a black area against a giant yellow cube with a messed up name. Again no crash but definitely isn't supposed to be here.

I feel like somehow along the way my save switched from type A to type B..


Yeah, I reckon it's the character AI from the vanilla kernel that's causing the switch to Game Type B; I need to replace all the triggers with something else. I'll try to finish that off tomorrow.

Hello,

I have been enjoying New Threat 1.5 [1.55] (will try 2.0 at some point), but wanted to report a bug.

Running 7th Heaven 3.4.0.0 (stable) with FFNx 1.18.1.1 (canary).

When reaching the end part of Don Corneo's Wall Market event where you drop into the trapdoor and follow the sequence at Shinra HQ, the game crashes when transitioning to the discussion with the president.

There were mods in conjunction with your mod to cause the crash:
Cosmos Limit Break 1.22
Also tried SYW Unified Field Textures 1.03 (not together obviously, but separately) and it also cause the crash. I tried that as an alternative since it was the same as Cosmos Limit Break w/o the widescreen support.
Any other option outside of turning the animated textures off causes the game to crash.

The bug also pops up with the discussion with the president after being captured at Shinra HQ.

This does not occur with New Threat 2.0 when running the same scene (only swapped to that briefly using same save to avoid crash).

I do have other mods enabled, but they do not seem to cause the crash itself (with limited testing anyways), but will list them just in case (listed in the order as auto-sorted by 7th Heaven:
Wizard Staff 1.72
Cosmo Memory 1.14
Finishing Touch 2.5
Cosmos FMV 1.1
60/30 FPS Gameplay 1.12
Ninostyle Battle 23.0701
SYW Unified Battle Textures 1.03
AxlRose's Blender v1 1.0
Ninostyle HD 23.0305
Enhanced Stock UI 2.926
Symphonic Remasters: Redux 2.01 (have also tried the other music mods like Deet's XG Music 1.0 FFNx FF7Music 1.03, and OST Music Remastered 1.0 thinking that it was the culprit)
SYW Unified Minigames Textures 1.04
SYW Unified Spell Textures 1.03
Cosmos Gaia 1.01

Other possibly relevant info [FFNx settings]:
Auto (DX11) [running an AMD RX 6900XT with 24.1.1 drivers- did try changing this option to no difference in outcome]
1920x1200
Windowed
Widescreen (16:10)
4x MSAA
Anisotropic Filtering On
Vsync Off
Advanced Lighting On
NTSC-J Gamut Mode Off
Internal Resolution Scaler 6x

Thanks for your time.


Ah this used to come up in the past but I had trouble replicating it; I'll try it out with the mods you mentioned and see if I can fix it this time.

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-21 14:01:25 »
I've updated 2.0's Vanilla Combat and Combat Only:

VC
*) Forced the Type A (regular) Gongaga Reactor scene to avoid the new battle
*) Removed the encounter with Shinra Troopers on Mt. Nibel

CO
*) Restored the Cactuar formation for Corel Desert prison

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-21 13:33:52 »
Hello everyone! Ive been playing New threat for about 3 weeks now and im loving it. The reason im posting this is to inquire about the location of barrets weapons missing score. The documentaion says "Missing Score - X-ATM Scorpion(D)" but I cant seem to decipher the location. The other item I wanted to inquire about is the W-attack materia. The documentation says "W-Attack - Sacred Cave" but i cant seem to place my finger on that location. I hope this is the right place to post this and would appreciate any help! thanks

He's sitting up at the Corel Reactor; to reach the plateau he's on, you have to jump onto the path from the train tracks on the next screen.

W-Attack is in the Da Chao fire cave; to get in there, revisit the pagoda with Yuffie to get the Leviathan Scales to get in.

Just popping in to report another bug. NT 2.0, Vanilla Combat, Path A.

On Mt. Nibel (second visit) where you fight Scorpion in Path B, there are no models there but a 'Shinra Trooper' text box appears and a battle triggers, but it freezes on a black screen.

No way to progress through this battle, other than to avoid this scenario altogether. However this means missing out on items on this route.

I'll fix that up; there's some things I missed when removing stuff that'd be incompatible with vanilla combat.


What is up with Quadra Magic? When I use magic that has been linked to it, the spell is cast 8 times rather than 4 times.

When I revisited the basement of Nibelheim and
Spoiler: show
had the flashback where Zack dies, he fights an unwinnable battle, but with Cloud's battle model and name. Is this intentional, or is the battle supposed to have Zack's battle model? I'm using Ninostyle Battle mod, does that make a difference? Here's the list of all the mods I have, in order from top to bottom (using 7th Heaven):

60/30 FPS for NT 2.0, 60/30 FPS, Project Edge/Team Avalanche Remodeled Fields, Tsunamods: SYW Unified Field Textures, Avalanche Arisen Battle Textures, SYW Unfied Battle Textures, SYW Unified Spell Textures, SYW Unified Minigame Textures, Finishing Touch, Enhanced Stock UI, SYW Unified Worldmap Textures, Cosmo Memory, SYW Unified FMV, Ninostyle Battle, Ninostyle Chibi, ReMusic (NT compatibility), EDMusic soundtrack, Dracula9AntiChapel's arranged soundtrack, New Threat 2.0.


One of the lategame sidequests was obtaining the W-Item. Has the mod been balanced around using or not using the W-Item duplication glitch, that is, can I beat all the superbosses without requiring excessive grinding to farm Megalixirs, Hero Drinks and Gospel Sparks?

I bumped it up to Octo-Magic but oddly it doesn't seem to work for most and still only casts 4 times; it seems for you though it's getting the 8 casts but has the wrong name.

The reason that battle uses Cloud's name is because renaming a character also resets other information about them such as their sources used, so I wasn't able to rename them and then offer the player the chance to rename them back (some players use custom names so I can't just rename it back to Cloud). There was also a link to Cait Sith where renaming Cloud affects him due to Cait & Young Cloud sharing a slot. The battle also does use a Zack battle model for that part but I suspect model mods override it.

I'm playing New Threat 2.0 Combat Only with Echo-S. I had a random encounter with Shin Godo in the Corel Prison area while I had Yuffie and Barret in my party. I'm assuming this is a glitch as it looks like this is supposed to be the Yuffie endgame ultimate weapon fight.

It seems that the Cactuar formation sits in the section where you'd normally expect to see World Map encounters and I've repurposed it to set up some additional enemies instead. I'll fix this for combat only and put cactuar back here.

Hello. I'm playing New threat 2.0 vanilla combat and just got passed the gold saucer prison and acess to the buggy, went to Gonganga and I assume it's a part of this mod as it's been forever since I played the actual game on ps1 but Scarlet sends out a silver version of the buggy and the game crashes when the battle starts. I'm guessing it's not part of vanilla and that's why it crashes?.

Something I've missed while pruning out NT encounters for vanilla combat; I'll remove it.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-16 03:36:59 »
When attempting to download from 7th Heaven v3.3.1.0 I get the following error message:

08:50:21|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.Exception: Google Drive - Quota exceeded

What should I do?

There seemed to be a limit to how many times 7th could ping GDrives as all mods that were hosted on GDrives became unavailable. I added backup links since then so if these fail again in future, they should come direct from the 7th server instead.

Good morning Sega Chief!  First I want to thank you for all the work you have done with this mod.  Truly amazing.

This message/bug brings up something that I personally keep coming back to that feels off about the Vanilla Combat versions of NT: the changes to Materia.  As Materia drive many of the spell and combat changes, it seems almost out of place when the equipment changes are all in Combat Only.

Is there any way to separate them out of the other Field Scripting changes and QoL updates (be that in an IRO toggle, global shift to the Combat Only version, or on an individual users mod setup)?

I'm not 100% on what you mean; do you mean the Materia placements in Vanilla Combat? I could go about setting that up, as I need to set Enemy Skill down again as it's currently unobtainable in it.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-13 01:17:49 »
Hi Sega,

I just started a second playthrough (Type A, Hard Mode, EXP off), and I think I found a bug with Air Buster. Specifically:
Spoiler: show
I remember from my first playthrough that his reflect would be disabled after stealing his reflect ring. On this run, the reflect never turned off, and there was no message at the top of the screen that said it had been.

Am I misremembering that fight/is that an intended change?

I don't think I had anything like that set up, but what I could do is max the steal chance and then have him react to the Steal command to disable the Reflect.

So, I'm playing New Threat 2.0 Vanilla Combat, Path A.
I got to the Shinra building, and on Floor 65 there was an enemy to face Infront of the diorama room. I gave it a go and promptly died and then was revived.

Anyway, further into this section of the game, where you're in the vent listening to the conference, they made mention of Tifa being captured even though she was in my Party. Moments later when visiting the cells, Aerith was swapped out for Tifa. This confused me greatly! It seems like something may have caused my game to switch to Path B?

Anyway, I reloaded my save on Floor 64, and didn't fight the enemy on Floor 65 this time. The conference played out as normal, referencing Aerith being captured. Tifa was not swapped out of my party.

That's quite a bad bug, maybe something was toggled to test something and the toggle wasn't removed. I'll try and get it sorted ASAP, thanks for letting me know and taking the time to figure out the source of it.

Edit:
I think I might have an idea of how this happened. The variable that was used to determine Type A and Type B is one of the ones that was originally used by the character AI in battles to track actions that were intended to influence the Gold Saucer date later in the game but which were ultimately left unused (despite being operational). I think it's the one used to track points for Tifa, and it's affected whenever Cloud covers the character or whenever the character is KO'd (or maybe revived/healed) in battle I think.

I'll need to change the flag used to a different address as vanilla combat uses the vanilla kernel with this AI operational. I think so long as Tifa is in the party and Cloud has Cover, or if Tifa is KO'd/healed maybe, there'll be a risk of the flag being accidentally flipped.

This is a very good example of how bad coding practices can come back to bite you eventually.

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-11 15:20:37 »
Hey Sega,

Thank you for all your work on these awesome mods and the randomizers.

I'm playing NT 2.0 Vanilla Combat Type A and I'm through Junon and I haven't found an Enemy Skill materia yet.  Have they all been removed?

Are there more All materia? I've only seen one so far

I just realised that there won't be one, as I had it set on Red XIII as his initial equipment and removed the other instances of Enemy Skill from the game. However with it being vanilla combat, he won't have it equipped. You may need to add it via a save editor. I can probably distribute more All Materia as well into the actual field screens too as I think some were shifted onto character equipment.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
« on: 2024-02-10 20:32:11 »
Thanks for the mod! I've been playing NT 2.0 version A for quite a while now, and I've had a great time so far. The story seems to make much more sense this time. I compared the dialogue scenes with the vanilla ones, and it seems you've added quite a lot of exposition to make it easier to follow what's going on.

There's two scenes that break the immersion a bit, though.
Spoiler: show
When Cait Sith sacrifices himself at the Temple of the Ancients, you'll see Cait Sith v2 appearing while Cloud is having a meltdown and he's beating up Aerith. I can see the point of removing his appearance there, but now, you don't see Cait v2 appearing anywhere. So when you wake up in Gongaga and can add Cait Sith back to the party with PHS, it feels weird, since you're like, "Wasn't his body destroyed? Why can you add him back to the party as if nothing happened?" My suggestion would be to have your party members appear in the village part of Gongaga, including Cait Sith, and when you talk to him, he says he's the next version of Cait. This way, you'll get the feeling that the game acknowledges that he's back, and lets the gamer know that he can be readded to the party.

Same for Aerith's death scene if you manage to save her. After Disc 1 ends, you can add Aerith back to the party, and she'll fight along as if nothing happened, even though a while ago, she was unconscious after the Jenova battle. Cloud and Aerith never have a "Are you okay? I thought you were a goner for a while" conversation later in the game. Would it be possible for Cloud and Aerith to have some kind of dialogue before leaving the Forgotten Capital? Maybe when Sephiroth tells Cloud to go North, Aerith could catch up with the party and say something. Cloud could go like, "You almost died! I can't risk you coming along, it's too dangerous!", with Aerith responding something like, "Oh, shut it. I'm alright, let's go!" This lets the player know Aerith is okay now, and can be added to the party again.


To summarize, it would be nice if you added some extra dialogue to the scenes when those two characters rejoin the party after their "deaths", so the gamer wouldn't feel like the game acts as if nothing happened to them.

I've added something for Cait #2; the other one might be a bit more trouble though so maybe later.

Tried using 2.0 with Godo randomizer and won't work. Not sure if it's godo or 2.0. Would like to play randomizer with 2.0 if anyone knows a fix.

It'll prob be the randomiser; try not having the RNG seed option ticked as that seems to render the kernel inoperable. I'll have a revised build of the randomiser out soonish that has better support for different files, etc.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
« on: 2024-02-02 23:13:27 »
Hey everyone. I recently started a New Threat 2.0 Type B run a few days ago and I'm absolutely loving this mod. Everything was going perfectly smooth without any issues/bugs until I got to Junon after Cloud gives Sephiroth the Black Materia and you wake up as Tifa after the cutscene. I speak with Barret and once I get control of him, I walk to the media room where Tifa is going to be executed. I watch the dialogue play out and after failing to open the door to the room Tifa is locked in, Cait Sith and Aeris join back up so I now have my full party. I exit the media room and I know I am suppose to turn right to go down the hall and exit to the outside area of Junon. This is exactly where the problem occurred. The game would not allow me to enter to the outside area of Junon like an invisible wall was blocking me. I will note I was speeding up the dialogue and Weapon cutscene with 12x speedhack.

My first time encountering this, I was basically softlocked and couldn't progress the game since the media room is locked and the previous rooms all the way back to the main conference room where Rufus and Heidegger are watching Weapon out the window also lead to more locked doors. I was forced to reload a previous save I had just before the whole Black Materia cutscene. I progressed back to this point and this time I did not use speedhack at all during the media room dialogue and only used it to speed up the long Weapon cutscene. I was able to successfully exit to the outside area of Junon this time but ran into another problem: my Barret was completely invisible. I was somehow able to navigate him, despite being invisible, to the elevator/lift type thing but then the game hardlocked once the lift ended. The game wasn't frozen but I was unable to do anything. I couldn't open the menu or pause or anything like that.

I'm wondering if having Aeris in my party is the root cause since she's suppose to be dead? Curious to hear if this has happened to anyone else.

In NT, after leaving the conference room you're supposed to head back to where Rufus & Heidegger are; a brief scene should play prompting the player to check the computer terminals on the left. Did that not happen or did you skip past it by accident?

I've uploaded an image with some arrows indicating where to check (don't try to go through the door on the right, it's locked):


How did you get to the outside of Junon though?

I uninstalled and deleted the game, uninstalled 7th Heaven and tried to delete any traces, reinstalled the game and used the standalone installer this time. Still the same issue is occurring. Could someone else see if they can reproduce the error by doing the bolded above? I'd like to know if this problem is just me. Thanks.

I've replicated the bug; can probably fix it tomorrow.

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
« on: 2024-02-01 21:17:00 »
Hello Sega.

Thank you for the update, but there is a problem, I can´t make the update. In the catalog you can see the v2.0.9998 but inside your Mods list I see only the v2.0.99974 version. I click on update and there is a message above:

Error installing New Threat 2.0 - The mod is queued for install.

I already erase the mod from my list and download it again but It´s the same. I close 7H but the problem is still there.

Have updated the ver number.

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2024-02-01 11:58:27 »
Hey Sega
As you said I was able to walk straight into the lab and get that scene, after returning I would get the crash, I did have a few other mods enable at the time

Spoiler: show
7th Heaven Version: 3.2.0.0

# [Tsunamods] Wizard Staff
   ID: 8c1020f8-562c-4a1e-87ab-dd328c0aa567
   Version: 1.70
   Is Active: True
   "Spell Names"  (Spells)   = True    (1)       
# [Tsunamods] Cosmo Memory
   ID: 2e4c6623-97b9-4d5c-b2f3-b4f24f06a911
   Version: 1.13
   Is Active: False
   "Center Battle SFX"    (Center)      = True               (1)       
   "Menu Sounds"          (Sound)       = "Updated Vanilla"  (1)       
   "Voiced Attacks"       (Grunts)      = False              (0)       
   "Field Ambience"       (FA)          = True               (1)       
   "Battle Ambience"      (BA)          = True               (1)       
   "Movie Sounds"         (FMV)         = True               (1)       
   "Field Footsteps"      (Footsteps)   = True               (1)       
   "World Map Footsteps"  (WM)          = True               (1)       
# Cosmos FMV (30 fps)
   ID: 4309613f-d6b3-4e0a-a5c7-6af71da34d7d
   Version: 1.02
   Is Active: True
   "character type"  (CHARACTER_TYPE)   = "Original + ChaOS"  (1)       
# 60/30 FPS Animations for New Threat 2.0
   ID: c8234df3-ff27-4df4-8cb2-70e7bb021d78
   Version: 1.01
   Is Active: False
   "New Threat 2.0 FPS Mode"  (Mode)   = "60 FPS Mode"  (1)       
# 60/30 FPS Gameplay
   ID: c0d1e191-a251-465d-8a3c-a3be5366d849
   Version: 1.12
   Is Active: False
   "FPS Mode"                           (FPSMode)      = "Full 60 FPS"             (3)       
   "Field mode 60 FPS Fix"              (FlevelFix)    = False                     (0)       
   "Advanced Field Animation (60 FPS)"  (AdvancedFA)   = "NinostyleHD animations"  (2)       
# Ninostyle Battle
   ID: 2b25060c-c60e-426e-ac46-f85439e903e3
   Version: 23.0701
   Is Active: True
   "Cloud"                (Cloud)        = "Nino Cloud"        (1)       
   "Barret"               (Barret)       = "Nino Barret v3.0"  (1)       
   "Tifa"                 (Tifa)         = "Nino Tifa"         (1)       
   "Aerith"               (Aerith)       = "Nino Aerith"       (1)       
   "Red XIII"             (Red XIII)     = "Nino Red XIII"     (1)       
   "Yuffie"               (Yuffie)       = "Nino Yuffie"       (1)       
   "Cait Sith"            (Cait Sith)    = "Nino Cait Sith"    (1)       
   "Vincent"              (Vincent)      = "Nino Vincent"      (1)       
   "Cid"                  (Cid)          = "Nino Cid"          (1)       
   "Sephiroth"            (Sephiroth)    = "Nino Sephiroth"    (1)       
   "Jessie Mod"           (Jessie Mod)   = "No Change"         (0)       
   "Other"                (Other)        = "Nino Other"        (1)       
   "Ansgar's Busterizer"  (busterizer)   = False               (0)       
# [Tsunamods] SYW Unified Battle Textures
   ID: 50000000-5555-ff75-5775-700000000001
   Version: 1.03
   Is Active: True
   "SYW Unified Battle Textures"  (FF7SYWU)   = True    (1)       
# Remako HD
   ID: 58fa1e13-0b18-4172-87c3-56ff3195083c
   Version: 2.0
   Is Active: False
   "Remako HD Battle Textures"  (BattleTextures)   = "1 - [4x Upscale] Remako HD"  (1)       
# Ninostyle Chibi
   ID: 2b25060c-c60e-426e-ac46-f85439e903e2
   Version: 23.0305
   Is Active: False
   "Chibi Field and World Models"  (fb)                = "On"                           (1)       
   "L@zar0's Upgrades"             (lazaro)            = "On"                           (1)       
   "Efryt's Little Work"           (efryt fb)          = "On"                           (1)       
   "Tifa Remake Outfit"            (alt tifa)          = "Off"                          (0)       
   "Dynamic Weapons (BETA)"        (Dynamic Weapons)   = "Dynamic Weapons - On"         (1)       
   "Buggy"                         (buggy)             = "Original Colors - NinoStyle"  (1)       
   "Chocobo"                       (chocobo)           = "NinoStyle"                    (2)       
   "Highwind"                      (highwind)          = "NinoStyle"                    (1)       
   "Submarine"                     (submarine)         = "NinoStyle"                    (1)       
   "Tiny Bronco"                   (tiny_bronco)       = "NinoStyle"                    (1)       
   "Cargo Ship"                    (cargo_ship)        = "NinoStyle"                    (1)       
   "Gelnika"                       (gelnika)           = "NinoStyle"                    (1)       
# Ninostyle HD
   ID: 2b25060c-c60e-426e-ac46-f85439e903e9
   Version: 23.0305
   Is Active: True
   "======HD Field Models======"  (HD Field Models)   = ""                                 (0)       
   "Cloud"                        (Cloud)             = "Nino Cloud With Dynamic Weapons"  (2)       
   "Barret"                       (Barret)            = "Nino Barret v3.0"                 (1)       
   "Tifa"                         (Tifa)              = "Nino Tifa"                        (1)       
   "Aerith"                       (Aerith)            = "Nino Aerith"                      (1)       
   "Red XIII"                     (Red XIII)          = "Nino Red XIII"                    (1)       
   "Yuffie"                       (Yuffie)            = "Nino Yuffie"                      (1)       
   "Cait Sith"                    (Cait Sith)         = "Nino Cait Sith"                   (1)       
   "Vincent"                      (Vincent)           = "Nino Vincent"                     (1)       
   "Cid"                          (Cid)               = "Nino Cid"                         (1)       
   "Sephiroth"                    (Sephiroth)         = "Nino Sephiroth"                   (1)       
   "Zack"                         (Zack)              = "Nino Zack"                        (1)       
   "Other"                        (Other)             = "Nino Other"                       (1)       
   "======NPC's======"            (NPC's)             = ""                                 (0)       
   "Base"                         (models_base)       = "Kaldarasha"                       (1)       
   "Biggs"                        (models_biggs)      = "Kaldarasha"                       (1)       
   "Jessie"                       (models_jessie)     = "Kaldarasha"                       (1)       
   "Wedge"                        (models_wedge)      = "Kaldarasha"                       (1)       
   "======HD World Models======"  (World)             = ""                                 (0)       
   "Cid"                          (cid_world)         = "Cid"                              (1)       
   "Cloud"                        (cloud_world)       = "Cloud"                            (1)       
   "Tifa"                         (tifa_world)        = "Tifa"                             (1)       
   "======Minigame======"         (Minigame)          = ""                                 (0)       
   "Minigame"                     (minigames)         = "On"                               (1)       
   "======Vehicles======"         (Vehicles)          = ""                                 (0)       
   "Buggy"                        (buggy)             = "Original Colors - NinoStyle"      (1)       
   "Chocobo"                      (chocobo)           = "NinoStyle"                        (2)       
   "Highwind"                     (highwind)          = "NinoStyle"                        (1)       
   "Submarine"                    (submarine)         = "NinoStyle"                        (1)       
   "Tiny Bronco"                  (tiny_bronco)       = "NinoStyle"                        (1)       
   "Cargo Ship"                   (cargo_ship)        = "NinoStyle"                        (1)       
   "Gelnika"                      (gelnika)           = "NinoStyle"                        (1)       
# [Tsunamods] SYW Unified Field Textures
   ID: 50000000-5555-ff75-5776-720000000002
   Version: 1.03
   Is Active: True
   "Advanced Texture Animations"  (ATA)   = "Recommended (99% Animated Fields)"  (1)       
# Remako HD
   ID: c4660557-8668-4dbc-a45c-80e2574c0088
   Version: 2.0
   Is Active: False
   "Remako HD Field Textures"  (FieldTextures)   = ""      (2)       
# Postscriptthree's Gameplay Tweaks
   ID: 5f9f1ce0-a402-46e1-b8af-e4c09f7c40a8
   Version: 1.24
   Is Active: True
   "Multi-Linked Slots"                       (MLS)                   = "Enabled"                          (1)       
   "======Gameplay Adjustments======"         (Gameplay)              = ""                                 (0)       
   "True Wait Mode"                           (TrueWait)              = "Off"                              (0)       
   "Break Damage/HP Limit"                    (BDL)                   = "Off"                              (0)       
   "In-Battle PHS"                            (BattlePHS)             = False                              (0)       
   "Party Randomizer"                         (PartyRandomizer)       = False                              (0)       
   "Battle Randomizer"                        (BattleRando)           = "Off"                              (0)       
   "Solo Challenge"                           (SoloChallenge)         = "Off"                              (0)       
   "Limit Command Rework"                     (LimitOverhaul)         = True                               (1)       
   "Counters Add Effects"                     (CAE)                   = True                               (1)       
   "More Materia Pairs"                       (MorePairs)             = True                               (1)       
   "======Quality of Life/Convenience======"  (QOL)                   = ""                                 (0)       
   "Sense Adjustments"                        (Sense)                 = "Off"                              (0)       
   "Battle Animation Skip"                    (AnimationSkip)         = "Off"                              (0)       
   "Dialogue Turbo"                           (DialogueMash)          = "Off"                              (0)       
   "EXP Share"                                (EXPShare)              = "Inactive characters get full AP"  (2)       
   "Party Leader Override"                    (PartyLeaderOverride)   = "Off"                              (0)       
   "No Battle Music"                          (NBM)                   = False                              (0)       
   "Specific Music Fix"                       (MusicFix)              = False                              (0)       
   "======Balance Adjustments======"          (Balance)               = ""                                 (0)       
   "Enemy Speed Multiplier"                   (SpeedMult)             = "Off"                              (0)       
   "Easier Steals"                            (StealModifier)         = "Add Luck To Level"                (4)       
   "Status Speed Multiplier"                  (StatusSpeedMult)       = "Normal Speed"                     (0)       
   "Morph Damage Adjuster"                    (MorphMult)             = "No Change (1/8)"                  (0)       
# KACTUAR - Controller and Keyboard Icons
   ID: 3cbb8a22-3f87-483d-ab8c-81089a875f23
   Version: 1
   Is Active: True
   "1. Modify Dialogue Script"       (script)       = True               (1)       
   "2. Controller / Keyboard icons"  (controller)   = "PS5 - DualSense"  (3)       
   "3. Confirm Button "              (confirm)      = "Swapped"          (1)       
   "4. Change Font"                  (font)         = "HD Font"          (1)       
# New Threat 2.0
   ID: efc4bc61-7f80-4635-b583-f52c5c9d239f
   Version: 2.099973
   Is Active: True
   "Multi-Linked Slots"           (MLS)        = True    (1)       
   "Difficulty Modifier"          (ODM)        = "Off"   (0)       
   "New Threat Mod - Core Files"  (gameplay)   = True    (1)       
# [Tsunamods] SYW Unified Minigames Textures
   ID: 50000000-5555-ff75-5775-720000000004
   Version: 1.04
   Is Active: True
   "SYW Unified Minigames Textures"  (SYWU)   = "English"  (1)       
# [Tsunamods] SYW Unified Spell Textures
   ID: 50000000-5555-ff75-5775-700000000003
   Version: 1.03
   Is Active: True
   "HD Spell textures"  (FF7SYWU)   = "English"  (1)       
# [Tsunamods] Phoenix Tail Avatars
   ID: 0487ed29-510a-43bb-99b2-a612d7df8d01
   Version: 4.02
   Is Active: False
   "Phoenix Tail"                (Avatars)            = "Phoenix Tail Type A"            (1)       
   "Dialogue/Battle Avatars"     (Dialogue Avatars)   = "Mini Phoenix Tail Off"          (0)       
   "Dialogue Avatars Animation"  (Dialogue Cursor)    = "Mini Phoenix Tail Mini Cursor"  (1)       
   "Remove Names"                (Remove Names)       = "Remove Names"                   (1)       
# [Tsunamods] SYW Unified UI
   ID: 50000000-5555-ff75-5775-722000000010
   Version: 1.04
   Is Active: True
   "HD Fonts and icons"        (FF7SYWUFonts)       = "English HD Fonts and icons"  (1)       
   "HD avatars"                (FF7SYWUAvatar)      = True                          (1)       
   "HD credits"                (FF7SYWUCredits)     = "English HD credits"          (1)       
   "HD game over screen"       (FF7SYWUOver)        = "English HD game over"        (1)       
   "HD indicators"             (FF7SYWUIndicator)   = True                          (1)       
   "HD new game buster sword"  (FF7SYWUBuster)      = True                          (1)       
# [Tsunamods] SYW Unified Worldmap Textures
   ID: 50000000-5555-ff75-5775-700000000006
   Version: 1.03
   Is Active: True
   "SYW Unified Worldmap Textures"  (SYWU)   = True    (1)       
# Remako [4x Upscale] World Textures
   ID: 98491fb3-ab39-4ca0-a9aa-2e956be7377e
   Version: 2.0
   Is Active: False
   "World Textures"  (World Textures)   = "[4x Upscale] Remako HD - CaptRobau"  (1)       
# Gameplay Tweaks - Qhimm Catalog
   ID: 7c989c70-8381-4a5f-a2d8-3d22dc8f6042
   Version: 4.035
   Is Active: True
   "======Tweaks======"             (Tweaker)                = ""          (0)       
   "Always Run (PC)"                (Always Run)             = False       (0)       
   "Always Run (STEAM DECK)"        (Always Deck)            = False       (0)       
   "Clock Fix"                      (Clock Fix)              = False       (0)       
   "Great Glacier Unlimited Steps"  (glacier)                = False       (0)       
   "Increase Sense Limit"           (Increase Sense Limit)   = False       (0)       
   "Invincible"                     (Invincible)             = False       (0)       
   "Lock Inventory"                 (Lock Inventory)         = False       (0)       
   "Lucky Cait Sith"                (Lucky Cait Sith)        = False       (0)       
   "Lucky Tifa"                     (Lucky Tifa)             = True        (1)       
   "Save/PHS Anywhere"              (Save/PHS Anywhere)      = False       (0)       
   "Sync Barret Opening"            (Sync Barret Opening)    = False       (0)       
   "======Stats======"              (Stats)                  = ""          (0)       
   "AP Boost"                       (AP Boost)               = "No Boost"  (0)       
   "EXP Boost"                      (EXP Boost)              = "No Boost"  (0)       
   "Enemy HP Boost"                 (Enemy HP)               = "No Boost"  (0)       
   "Enemy Level Boost"              (Enemy Level)            = "No Boost"  (0)       

Unfortunately since then I've disabled the mod and recruited him the vanilla way and reactivated the mod afterward, so I'm not sure I have a save ate the exact time this problem is occurring
I can send you a save that is a bit before that if that would help?

No worries about the save file, another player had the same issue and they isolated it down to the Kactuar mod; game text and event scripts live in the same 'chunk' so in order to update text with button icons, field scripts also get overwritten. I think Kactuar has a NT compat option where it avoids doing that and just updates the actual icon images, as NT adds button icons to its own text. Make sure that compat option is enabled in Kactuar, or if you experience any further issues consider deactivating it.

I'm doing a full series run where I get all the achievements on Steam for every game.

I loved New Threat when I last played it, and I'm excited to see what has changed in the 2.0 version. Will it be possible to earn all the achievements while also playing New Threat, or does it break/invalidate some of them? I was planning to do scenario B because I want to see all the cool changes you came up with.

I think it breaks some of them, usually the ones to do with event progression or killing certain bosses. Some are unaffected, but others won't trigger.

Hello, I was playing your 1.5 version of New Threat before receiving the "Save File Invalid" error when attempting to load my save. Any idea what's going on?

I stopped at the first save point inside Corel Prison.

It's very unusual for a save file to get corrupted; was the game interrupted while it was saving? You may need to use a tool like Black Chocobo to try and salvage it. If that's a no go, then send it to me and I'll see what I can do with it. If it can't be fixed then I can send you one of my old 1.5 saves in that location.

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2024-01-29 17:02:03 »
I'm sorry but unless I am blind (which is a possibility) there are no chests near the safe and I'm pretty sure I've opened all others in the mansion.


I think the info I gave you was out of date (it used to be in a chest but it looks like I updated the scripts since then); I'll double-check while I'm investigating where the crash might be coming from. Sounds like it's from battles.

This is definitely the best way to play FF7, I'm just too addicted, but i'm having some doubts right now.

For the mock weapons, is there someway that I figure out what they can do? Or any document that have this information? Some of them you can figure it out, but most of them I still have no clue what it does.

Spoiler: show
Also for the Shinra Mansion, any hints on the "The fifth row has been (melody)", I looked everything up and couldn't find anything on the game or in the forum, but that thing is really bothering me because I want to figure it out.


There's a piano on the ground floor that can be played like tifa's piano; one of the keys is broken so it's a little more tricky to play by ear but if you play the tune you usually play on tifa's piano there something may happen (think it's Disc 3 also maybe).

As for the mock weapons:
Nail Bat: 30% crit rate bonus
Work Glove: +100 Vit/Spr
Rocket Punch: 30% crit rate bonus
Hairpin: Long-Range
Umbrella: 30% crit rate bonus
Mop: Water/Blunt element, Dex+52, Lck+70
Superball: Deals bonus modifier damage when you have dead allies (yoshiyuki effect)
Trumpet Shell: Inflicts Sadness & restores HP
Lightgun: Inflicts KO, 100% crit-rate

***

Edit: So I had a look, I wasn't able to replicate a crash though.

So for 2.0, it seems that the basement door where Vincent is sleeping is unlocked by default, and the laboratory door is locked instead. The key sits on Vincent's coffin and is obtained when interacting with the coffin. This makes Vincent's recruitment mandatory as the player can't leave through Nibelheim's back exit until they've found Sephiroth in the lab.

Hi all.

I am having some trouble in the Shinra mansion, specifically recruiting Vincent. I am on game type A and have gotten the Sephiroth scene and beaten lost number but I started getting crashes when entering the screen with Vincent's room so I left Nibelheim and re-entered which seemed the fix that, however the door the Vincent's is closed and i can see from others playthroughs it should just be open? Not sure how to proceed and don't wanna miss out on a party member so any help would be appreciated since I'm really enjoying the game otherwise.

Thanks

Based on the above, how did you get into the laboratory without talking to Vincent? The way into the lab should be blocked until the player has spoken to him in his coffin. Were you able to just enter the lab as normal without doing that? Are there any other mods active? It shouldn't be possible currently to talk to Sephiroth in the mansion before talking to Vincent. I'm thinking something's interfered and left parts of the mansion as vanilla/altered fields maybe which has disrupted the logic. Also, if you're able to send me your save file I can take a look at it and see what's been set and what's not been set.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2024-01-28 14:20:53 »
Playing through this amazing mod for the first time and having a blast! Hoping someone might be able to help with this question/problem:

I've saved Aeris but am unable to put her in the party through PHS. She's on the highwind, is interactive, has dialogue, but I can't play play her. Is there something I need to do to get her fighting again or is something bugged?

Many thanks in advance!

That's unusual, were any other mods active?

Hi all.

I am having some trouble in the Shinra mansion, specifically recruiting Vincent. I am on game type A and have gotten the Sephiroth scene and beaten lost number but I started getting crashes when entering the screen with Vincent's room so I left Nibelheim and re-entered which seemed the fix that, however the door the Vincent's is closed and i can see from others playthroughs it should just be open? Not sure how to proceed and don't wanna miss out on a party member so any help would be appreciated since I'm really enjoying the game otherwise.

Thanks

There should be a key in one of the chests close to the safe (the safe is no longer required to recruit Vincent) which will let you open the door.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2024-01-25 14:01:13 »
Thanks for the response Sega Chief. I was mostly interested in the vanilla version because I thought the item/materia placements would be reverted to vanilla FF7 states. That doesn't appear to be the case which is fine. As far as the All materia is concerned, Cloud does not spawn with it like he does in standard 2.0 nor is it at the Beginner's Hall, so not sure what to do about that.

I did plant the second bomb at the No. 5 Reactor and initiated an encounter against three Bulga? I know it's supposed to be a Thunder Gunner in standard 2.0, but I had expected to not have an encounter there at all given it's vanilla combat, so not sure what's going on there as well.

Just forgot to change that battle ID to something appropriate; I'll sort something out for All as well.

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2024-01-22 17:21:54 »
Trying out the 2.0 Vanilla Combat variant and the All materia in the Beginners Hall has been replaced with a Sense materia. I also noticed that a Star Pendant is still obtainable in the sector 5 reactor before planting the bomb. I am receiving "An invalid initial state was detected; your game's kernel has not been patched." error upon selecting a new game. I uninstalled/reinstalled 7th Heaven and FF7 entirely and tried with only New Threat 2.0 Vanilla Combat installed and still noticed these errors. Not sure what to do at this point so I apologize if this ends up being a user error.

I would just like to thank you for all of the work you've done with New Threat over the years, it's always been my favorite way to experience the game.

The error message should be fine, it was just a failsafe check I added to the full mod to make sure that the kernel was patched. As vanilla combat uses a vanilla kernel, it's triggering the logic in the field script to report an error (I forgot to remove it). I'll remove the error script in the next patch; it's safe to ignore that error message for now. Sorry for the reinstall hassle.

I think Sense being in Beginner's Hall has something to do with explaining to Barret how to use Materia, but I'd need to check. I'd consider it intended for now.

Aeris has Cid's Scimitar as an available weapon to equip, and can actually use it. Was this on purpose or a bug? NT version 2.09973

Yeah I set Aeris to be able to use some of Cid's late-game weapons to give her some extra options, as she has less weapons overall than the other characters. I added the models to her character model data so they should appear, unless overwritten by a model swap mod or something.

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2024-01-20 00:16:41 »
Hi Sega Chief,

I have a quick question regarding
Spoiler: show
the battle where you play as Zack in his last stand.
Is the battle winnable or do the enemies keep coming endlessly until you lose? Also if it is winnable, is there a reward to winning or is it just bragging rights?

It's just for bragging rights, the fight was originally going to loop infinitely but I decided to just make it close off after the final wave.

Thank you for your very thorough answer! Much appreciated. Combat Only sounds perfect for me then, since I haven't ever finished the game.

When I tried to run the game from 7th Heaven just now, I get an error that says 60 fps animations for New Threat 2.0 requires you to activate New Threat 2.0 as well, but I have New Threat Combat Only enabled already, so it seems that for some reason the 60 fps mod won't work with Combat Only. Any ideas?

Unsure, it's probably an ID thing and expecting the regular version rather than the variant. I'll look into it.

Anyone else game freeze when using chronocure? I thought it was part of the spell or something first time i used it having chrono in the name lol, but that game stayed frozen..could hear me getting attacked in the backround though and to force close the game.

Sounds like an issue with the attack animation; on its own it should be fine, but maybe there's another mod or some tweak to the way the game renders graphics that has caused this one to malfunction. It's a very rare attack animation in the base game from what I remember (used by Tonberries), so it maybe slipped the net.

Anyone looking to use mods on a Steam Deck, this https://github.com/dotaxis/7thDeck worked perfectly for me.

I'm new to registering, but I've been following this site and this mod on and off for a very long time. I've never really been a PC gamer, though, so being able to play modded FFVII portably is a dream come true.

Having a blast so far. It's astounding the amount of work and dedication you've put into this, Sega Chief. I'm glad you're still around after all these years. I'm up to Junon at the moment. I think the innates thing is pretty neat, and I like the switch-up you've done with materia and equipment, definitely playing in a different way due to it. Looking forward to what's to come!

Cheers; good to hear it works on steam deck.

I've installed the Combat Only mod and I can't find an explanation anywhere on the only configurable item: what is "New Thread Mod - Core Files" for? Is this something that enables the mod? Like do I need to enable the mod and then enable this as well?

It's just an internal thing; IROs need ID'd flags within other IROs to toggle options, etc. I just left it in for that. It is a bit redundant as the IRO itself has a toggle on the library page, but I didn't want to cause unforeseen compat issues by removing it.

hi i want to know if  "only combat version" of new threat 2.0 keeps classes and sp system. i am doing a second playtrough and i dont wanna change too much. but i want a revigorate battle system, since documentation links its not avaible anymore.

thanks.

It has all of NT's changes to the battle system, but as SP is handled through field script this part isn't in there I'm afraid.

@ Sega Chief. Love what you have done with the game.

Question: The documentation in the mod files says there is an Added Effect Materia hidden somewhere in Great Glacier. I have searched and searched. Got any hints on where to find it?

Thanks, I'll hang up and listen.

It's on this field:


Hey Sega Chief, not sure what's up, could be a bug, but the version I'm on (2.09973) Cid's Big Brawl limit on Schizo and some other enemies in Great Glacier does nothing, no damage, it doesn't even make a sound effect.

There's a visual bug with that Limit Break on the steam version; it won't display damage numbers correctly and has other visual/audio bugs. It's not NT-related.


***

I've put together a Vanilla Combat variant of the mod, for people who want the default game's battles & character equipment, etc. It should be on the catalog now, but a link is here: https://drive.google.com/file/d/1sLdMU0QDFnDDrT8z1KvTPdqYmUaLN-va/view?usp=sharing

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2023-12-31 20:21:53 »
Hi! I'm having trouble finding clear information on the exact differences between 2.0, Combat Only, and Vanilla Combat. Can someone explain these?

Also, I've never finished FFVII before, so I'm looking for an experience that's fairly similar to vanilla, but I do like to be moderately challenged, and it sounds like the vanilla game is too easy on its own. I've read, however, that in New Threat 2.0, while the difficulty is better balanced, physical attacks are nerfed to the point of being underpowered, forcing you to rely mostly on magic, which to me sounds like a downgrade, being that not all playstyles are viable. Can anyone speak to whether or not this is true?

While I like the idea of the improved script, new events/dialogue, character specific abilities, Source upgrades, QoL improvements and new limit requirements, I don't want the items, materia, and enemy skills moved around in my game where I can't find them. Is it possible to have the former without the latter? Thank you!

Edit: I'm also wondering, when you open the configure mod menu for New Threat Combat Only on 7th Heaven, there's an option that simply says Choose, and a toggle for on and off, however I cannot find an explanation in the readme or anywhere else. What does this mean?

Final thing, does the 6030 FPS mod work with Combat Only?

I personally find physical attacks to be just as viable but there's probably more ways to do more damage with magic; the trick is to try and equip armour, accessory, and Materia to push their Strength and Luck stats. I think I adjusted things like enemy defences and spell strengths for the late-game a little to try and counteract it a bit.

These are the two derivatives from the full mod:
*) Combat Only: Only the battle balancing is included (enemy strength & character equipment, spells, etc.), the field scripting, story text, item placement, events, etc. are all vanilla. Any new enemies added for NT are also removed. For people who want the combat rebalancing stuff but not the other stuff I've added. 2.0 has this variant. It can be used as a compatibility option with mods that adjust field scripting, though it may not be 100%.

*) Vanilla Combat: The opposite of the above; all the new field scripting, events, item placements, etc. for NT are included but all of the enemy encounters and character equipment, etc. is vanilla. For people who want the extra stuff, but not the battle rebalancing. 2.0 doesn't have this variant (the 1.5 build has it), but I'm planning to make this for 2.0 soon.

As for item placements & enemy skills, they're mostly the same with a few exceptions; Matra Magic is still learned from Custom Sweepers outside Midgar, for instance. There's a download I have on this thread that contains documentation which lists where everything is (or at least, one location for it) if that helps.

The 30/60 FPS mod should work with Combat Only; enable both the 60fps IRO and the 60FPS NT IRO like you would for the full mod.

The IRO text on the options isn't super clear, but I did an update to NT CO today that hopefully makes it a little clearer; it's just an internal thing so that it applies the files, and should be left On.

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2023-10-23 14:43:47 »
Hi SegaChief, Could Fast-Travel to cities through NPC be a thing? In Highwind for example.

Might be awkward as the highwind's location might end up somewhere inaccessible. I think it's fairly fast to reach places with the airship as-is, especially if there's a choco on board to cover any remaining distance like to Icicle Inn.

Hello again, Sega Chief.

I had an idea recently, It´s about weapons and armors. What about to add more options to buy? For example: "Mythril Saber" has these attributes:

* Mythril Saber I
Mag+10, Spr+30 - 3 Slots.

What about to add a second "Mythril Saber" in sell with another attributes, for example:

* Mythril Saber II
Mag+5, lck+5, Spr+10 - 4 Slots.

The same idea could be apply for the armors. So, with this every user can buy a weapon according to their strategy.

Thank you for the last update.

I don't have space to add weapon derivatives, the kernel (as it is) is quite restrictive in terms of equipment slots. If it's ever expanded though by an external mod though, then would definitely look into it.


***
Minor update was made to NT and NTCO to add identifiers and fix some XML compat flags.

Pages: [1] 2 3 4 5 6 ... 164