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Messages - Sega Chief

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I finally got round to putting my old PC back together (was missing RAM and the PSU needed hooked up to the hard-drive in a weird cage set-up that the mini-tower uses; ended up having to balance it on hooks in the case as the screws were missing; very botched job).

Anyway, the old PC had a tonne of assets that were made as side projects + NT add-ons that were never finished. Stuff like character battle model replacers, two full character-replacer mods, changing outfits for characters on the field in certain locations (winter gear for Glacier for instance), stuff like that. There was supposed to be a Cid mod in there somewhere but that appears to be gone.

Patreon is super easy to use so thanks for the option! You just earned yourself your very first Patron.  :-D

I'm really excited to see what you can do with FFVIII...Do you think the remaster coming out soon is likely the same file set up of the original Steam version? Could we just plug and play existing mods there?

Anyway, looking forward to finishing your VII and starting your VIII whenever you get around to finishing it up...Is there a IX on the horizon sometime? Hehe.

I think the file structure will be the same, but the flevel might need for script changes to be ported into it manually cause the models are stored in each field file rather than in a separate archive like FF7 PC.

9 is on the distant horizon, character-specific ability sets and all that gear is too good an opportunity to pass up.

Added a patreon page link to the front of the thread for people like cc12138030 who want to donate but not through Paypal. I can use the post feature it has to put update information in there from now on so it doesn't get buried like it does in this thread. Will post that information here as well though.

Wow, I'm like 100% certain I picked that up. Even 10 years going by wasn't enough to keep me from looking for it haha. I must have glitched it out or something. Oh well, small price to pay in the end. That reminds me, I did have a odd moment where I was messing with materia swaps and caused 1 materia to converge the information of 2 and leave 1 blank then I reloaded to be safe. That was probably a game bug or something.

Very interesting if that text wasn't you haha. Yes, I did check a PSX video on YouTube to reference the "original" dialogue.

That sounds like a very interesting glitch; reminds me of the materia fusion system on crisis core.

Oh, I did add the text you posted; I was just talking in general.

Hi, just stopping by mainly to say I appreciate the work! I'm 1/3 done and it has been challenging in a fun way. This mod has motivated me to come back and play my favorite game 10 years since I last touched it. The game actually did a poor job of utilizing the complex system it had and vanilla is quite easy if you study. I've seen a couple popular streamers play, Calebhart42 and now Maximilian_DOOD.

Does 7th Heaven only support v1.4? Everyone I see is playing that. The "Gameplay - Difficulty & Story" section on 7th heaven is doing v1.4, I found v1.5 only digging for more info. As a guy who makes stuff, I just hate seeing new work go to waste so I'm mentioning it here.

Some feedback:
- Unfortunately there are some brutal FF7 launching issues as I'm sure you're aware, where I even have to untick/retick run as admin & apply on the .exes to fix sometimes (very strange).  [Edit: Actually sometimes its 7th Heaven .exe itself I have to untick/retick/apply run as admin to, maybe its the manager or other mods doing this)

- Did I miss steal materia? I found an Excel file outlining steal/morphs that stretches back to Midgar, but I got it post-Midgar. I think I bought at Kalm IIRC. I'm a little apprehensive of missing things and its hard to come by information such as where all the enemy skills are to be expected. I realize you didn't write down a comprehensive changelog and I realize how difficult that is to stick to.

- I bugged out the Scorpion fight where it guards the elevator inside the Shinra building. I got cute and morphed it. It triggered the entire fight again, I thought it was intended! Then it said "What's this?" and Keycard item pickup. I then went to save and it said "What's this?" and pulled up the menu and I got a softlock.

- It would be helpful if the character special abilities are re-iterated somewhere, maybe the place with the 3 dudes flexin with all the other info (maybe it was, I should check when I can)

- It would be nice if you could squeeze a version # somewhere visible like the save point screen or something. I realize there are some subtle queues to figure this out and maybe you don't want to forget about changing the number on a release. :)

- I've noticed you've buffered out some of the annoying things in the storyline that are tedius or annoying (like forgetting the 1st enemy skill materia)

- The Yuffie bit was a riot

- I have managed to notice some of your funny text additions to the game. I had to double-check that this wasn't canon, good one:

That's all I can think of for now.

7h can support 1.5, but the current catalog hasn't been updated yet (as far as I l know). Either import the IRO found on the front pages of this thread using 7h. The one on this thread should be considered most up to date.

7h as a user experience isn't very friendly as the install process can hit a lot of snags and other glitches can occur which requires a reinstall (windows update or possibly graphics driver updates can require 7h to be stripped out and reinstalled; I've also got an issue currently where any file called 'ff7.exe' on my PC will be blocked from running, so I have to rename them to 'ff7 - alias.exe' or similar now.

Steal is in its original location in the sewers, by the hatch leading from the Aps area to the second area. Perhaps mods make it less distinctive on the ground?

I wouldn't have though Morph could cause the battle to bug out like that, in fact it might be the case that the script itself can be bugged under certain circumstances. It's probably that save point causing it all, maybe a shared variable trigger or script clash.

I'll add innate information to the beginner's hall somewhere, or place an NPC on the highwind that can act as an 'all-in-one' for the beginner's hall.

I should have kept a tertiary (patch) number on the versions; we're probably at 1.5.100 or something by now.

As far as the dialogue goes, I've seen people on streams and in youtube comments swearing blind that some default dialogue wasn't there before or that something I've added was in the base game. I think the PC version base dialogue being different from the PSX version base dialogue in certain ways doesn't help.

I'm entering the dark cave for the first time in the sleeping forest, and I keep getting a soft-lock. As soon as Cloud and Barret wake up and finish their dialogue (I assume), they just stand there looking at each other and I can't do anything. Don't know if it is a different mod causing this, or if I need to re-install or something, just wanted to see if this is a known issue with a fix or not. Thanks.

It's a mod conflict, you'll need to deactivate your other mods temporarily, play up to the first save point in the reactor, and then reactivate your other mods. The exact cause is still unknown.

I know I would be on board. Plus I think it would be easier to see updates and post suggestions and whatnot. Especially considering this thread is like a million pages long and 42 years old.

I guess it could be used for that. I'll set it up during the week and then link it back.

Hello again! I have another question. I am completing the run and I am finishing the Limit 4 sidequests right now. And I have a question... I saw a new Limit Break was added for Cait Sith and he has a sidequest for Limit Break 4. Has him new limit breaks 4? I opened Black Chocobo to check it but it isn't prepared for it so...

Again I didn't find anything in search tab about it, sorry :/

Thanks for your time.
Thanks, but my English is very basic. Many times I can't find things in English because my vocabulary is insufficient. And many times Google Translate don't help so neither ^^

Cait Sith only has one new Limit Break on his Lv.1 Limits that is unlocked after Dice. He has no Lv.4 Limit, but still has a sidequest like the other characters except he gets an item that is used to make his ultimate weapon instead. Sorry for the confusion.

Can I get an answer about the parade rewards?

For regular parade, it's grenade, ethers, or a Hero Drink II (for 50+%) but the hero drink II is of no use to you until much later in the game by which point you can find more of them.

For the send-off, the first two prizes are nothing and a potion. 120+ points gets you a Rune Armlet though. And possibly a migraine.

..thank you for the reply and yes, after i read your reply, i searched my key item and didn't find it, was because i thought i need 7777 needles to craft Premium Heart, and after i check the list from Gerolt i found out that it should be Micro Engine instead, and then i found out again i already used 7777 needles for Conformer, yes that was my fail of the month ;D ;D ;D ;D

maybe my eyes play trick on me when i read the ingredients list  ;D ;D ;D ;D

Ah I see, no worries then. If a key item goes missing that tends to be more awkward to fix than a regular item so glad to hear it didn't vanish.

Great information Sega Chief, thanks a lot! My Hex editing skills extend as far as SNES and some stuff on RPG Maker. Nothing to the level of what you've achieved in these few years working on NT!

I'll practice what you mentioned and see if I can get it going on my own when your next update hits.


Thanks, but a lot of the hex edits made is stuff discovered by other people so credit to them for reverse-engineering a lot of this stuff.

Is there any way to donate that isn't through PayPal? I'd love to support what you do since it's basically a new game for me, but I would prefer not to use PayPal.

Patreon was suggested by a couple of people, but setting it up it looked to be more of a thing for original content creators than for modders. Not sure if I can actually use it or not but I'll look at it again.

Oh! I thought something like that. Thanks! I guess my English wasn't enough good to know how to find it in the thread :3

Your English is fine, this forum is fairly old and stuff gets buried easily.

Don't worry about it, I'm in no rush! I'm very curious how you go about editing the file to produce this result.

I did have a secondary question about Vincent...I doubt it's possible, but figured I'd ask and see:

-) When you limit on Vincent, is there a possibility to actually control his actions at all? Would that require entirely recoding his AI?

-) If controlling him isn't an option, would it be possible to maybe revert him to his normal form after let's say 3-5 rounds of combat?

-) If none of these options work, could his LB forms deal at least 1 form of medium to high non elemental damage to give some incentive to losing control of him in battle?

The reason I ask is mainly because of all the characters in VII, he's the wildcard (outside of Cait Sith's slots haha) that can get you killed in certain fights if you LB at the wrong time due to not being able to revive someone, provide AoE healing, ect. Or worse yet, you LB in a form like Galian beast that deals fire damage, but the boss absorbs fire damage, thus hamstringing your fight.

I like that he's a beefy caster, and you can essentially never LB and only cast spells/use command materia, but that makes his LB's kinda pointless in most fights.


Editing is setting up a hext file (a notepad) that gets patched onto an exe directly either using hexttools or at runtime temporarily via 7th heaven. You specify the address and then the bytes to change. Bit rudimentary but it gets the job done.

It's not so much the AI, as it is the battle menu not really being designed to support it. Closest would be the manipulate battle menu but that pulls data from an enemy. An interface like that which would block off the normal battle menu would probably be the cleanest way. I tried form reversion by killing/reviving but it didn't take unfortunately.

Awesome thank you sir! I did post something a bit earlier about Vincent, but it's pending approval from a moderator so you may not have seen it just yet. It's some idea's around Vincent to make him a bit more reliable due to his special LB compared to others in the party.

Also, would you have some time later to discuss some of the aspects of how to modify the EXE. That way when you do a new release, I can modify the EXE myself for the Tifa reels.

Appreciate the help and I'm looking forward to play your final, final version!  ;D

Download DLPB's hexttools here:
Then in the hextedit folder, place the NT ff7.exe and ff7_en.exe (first is for 1998/7h, second is for steam; use whichever you need). In the HE_In folder, place a notepad with this:

Replace the ff7.exe at the top with ff7_en.exe if you're looking to patch the steam version.

Drag the .exe onto the hextedit .BAT file and it should patch it.

Good timing karsh, here's those EXEs for adjusted tifa reels (no miss):!G9shTSSb!mfUa6XHjBPOd12Exsd8C65GuFMl-bXKuKSzAjmKrvx0

Kaktuar didn't drop 7777 needles for me, only cactuar gun....where can i get it?

It should have been a key item, check your key item list. If it isn't there then something's went wrong.

Yeah it's possible to do, there was an .EXE that had it enabled but unsure if it's still in the files (or if it's up to date). I'll throw one together when I get back from work and send it over. Will also post the hex for it if anyone else reading this wants to apply to an .exe for other project/set-up.

I completely forgot about this, will need to do this tonight.

Quick question,

Cid just learned his 3.1 limit break without learning 2.2.

Upon closer inspection I noticed he's actually missing his 2.1 LB Hyper Jump. So he's got: Boost jump, Dynamite, Dragon and now Dragon Dive.

Did you switch up Cid's limit breaks Hyper jump and Dragon? Or what's going on`?

Looked around the web a bit, and this seems to be semi common, but usually missing the x.2 limits, instead of x.1

Anybody else can confirm what order Cid's level 2 limit breaks are?

Jeeez I didn't sign up for this!

You can learn the 2.1 and 3.1 without first learning the 1-2 or 2-2 respectively. The Lv.4 Limit needs all of them to be learned however before the item can be used to teach it.

Cid's Hyper Jump and Dragon limits were swapped due to a graphics driver issue with the Steam version; Hyper Jump can crash on that version so I felt it would be a good idea to make that the 2-2 instead of the 2-1. The issue is fixed on latest 1998/7th H versions which use the new graphics driver.

Thanks. Using a fresh ff7_en.exe fixes the Materia attributes for me. The turks battle in the mythril cave seems to be from the flevel. Elena's script would restore HP and start that battle. I deleted those lines from the flevel and everything seems to be working as intended.

I missed that one, thanks for letting me know.

I'm having an issue where I go into the Dark Cave for the first time and the game doesn't load all of the dialogue for Barret and Cloud. They talk for a few boxes and then cloud turns and doesn't say anything. Anyone have this issue before? I watched someones play through so I know there is supposed to be more said before they go forward.

This issue seems to affect users with other certain mods on (unknown which one). Try running NT by itself until you reach the first save point in that reactor, then reactivate your other mods.

I have a suggestion for the next update. I think the Comet materia should have the Gravity element. Not the spells themselves, they should remain non-elemental, but it makes sense to me for the materia to be the Gravity element (i.e. Gravity pulling comets from the skies to hit people). Plus it would give another end-game Gravity element material to pair with elemental besides Time. Don't know if this is easy to implement or if it would be broken with something else I'm not thinking of.

Will do.

I've been playing through with the vanilla patch and noticed that numbers seemed off, Materia is still giving the modded stat buffs/debuffs. There's also a battle with Rude and Elena at Mythril Mine that puts me against 3 monsters. I can run from it so that's not a huge deal but there might be other unintended fights still in this version. Sorry to keep bugging you with the vanilla version but let me know if these bugs are fixable

It might be interference from an older installation, but will check.

Edit= Iiiiiiiiiiiiiiiiiiii can't read today. Nevermind, I think I have it sorted.

I can't seem to get this mod to work at all. It seems to change things partially, but combat changes don't take effect (Barret doesn't get a stacking defense buff, Guard Scorpion is no different but looks different). I was watching Maximillian Dood play this using an IRO version from June, but I can't seem to find that version, just the version from August. Any help would be appreciated, the mod looked awesome when he was playing it.

It's probably the 7H install that's wonky. Kernel is usually unpatched in instances like that (which would explain why the innates aren't popping up) and I guess scene.bin in this case has also not been patched. Model files are separate and sound like they're getting done properly.

Unfortunately, with 7th heaven the only real fix is scorched earth approach. An uninstall/file delete and then full reinstallation. Alternatively, you could try the stand-alone installer for FF7 NT and patch the ff7 files with it and then try running 7h on the top of it for model mods but it might get unstable if you patch anything else on top of it like, say, menu overhaul.

Hey Sega Chief, me and my boys are loving your mod thus far. All 3 of us are playing it using a program called Parsec which allows multiple users to connect to a single PC and with enough troubleshooting, you can have everyone be player 1. That way we just rotate each character in combat and rotate map duties when people get bored...Or force certain savants in our group to always do the mini games.

We've been enjoying the mod quite a bit, we play once or twice a week. There was one question we had and wanted to know if you could help us out in figuring out how to enable it.

Our core party has been Cloud Aerith/Yuffie & Tifa. What we wanted to know is if it's possible to mod Tifa's LB to no longer have Miss and only have Hit/Yeah. We've had quite a few instances of getting demolished because of patient Tifa LB play to not get misses and it's uh...Unfortunate to say the least.

If there isn't a way to do it, no biggie, just figured I'd ask.

Again, appreciate your efforts on this mod, it really does give this super easy game a much needed facelift.

Yeah it's possible to do, there was an .EXE that had it enabled but unsure if it's still in the files (or if it's up to date). I'll throw one together when I get back from work and send it over. Will also post the hex for it if anyone else reading this wants to apply to an .exe for other project/set-up.

Yeah unfortunately I am still running into the problem even if I don't press any buttons or switch to keyboard, it just keeps making me run along a part of the pipe. Also one thing to note that I am not sure is a glitch or related to Dark Cave's story is that their is a timer countdown that's stuck at 00:00 as soon as I enter the No.1 Reactor? area. Now I have used the black chocobo editor to get me past a few glitches before, like the PHS save anywhere ones. Of course it doesn't show this location in the editor due to it being a mod, but is there a way to use that to spawn me at the save point right below where I am getting stuck somehow? Maybe like editing the mod files or editor files?

Oh I was actually watching a twitch streamer run into that exact same problem. One of his viewers told him it was the 60 FPS battles with the animations mod.

The location is identical to the Reactor 1 screens, so send yourself there in the black chocobo editor. The pipe being a consistent problem with 60fps (assuming that's fields and not the battles? Wasn't aware there was a 60fps field animation mod) isn't something I've heard mentioned before but will keep it in mind. If it's battles 60fps then that shouldn't be affecting the field module as far as I know but if it also patches field animations then maybe it's that.

That's something to do with the Frog status and one of the other mods, I forget which one.

Bugger- I must have loaded up a old save in the Highwind then...  oh well, thanks for that!

As for Bahamut Zero, I did get it from the Huge Materia and now have 2, I just didn't realise that getting two was possible in the Vanilla game :)


Ah you see it's on special this month; 2 for 1.

So I did what you said and turned off all the mods except for NT, and managed to get past the beginning dialogue. I decided to start doing some tests turning off/on all the different mods one at a time (including all the ones involving animations & models) to see what could be causing the issue, but I couldn't find out whats the cause besides me thinking that NT freezes up if their is too many mods loaded in when entering Dark Cave. The mods that seem to work along with NT at that part are the Remako HD mods I have.

Unfortunately now I ran into another issue even before I reached the save point. As I am climbing down to the mako reactor, I get stuck in a walking animation going along the pipes as soon as I enter the next screen. This happened to me before during the Midgar raid with the ladder to Shinra HQ, but I managed to get past that one somehow. And keep in mind I basically have all the mods turned off now so I have no idea :/

I think if you mash the confirm button while entering or exiting a ladder, there's a chance to get stuck on the thing due to a flaw in the scripts handling them (same with the glass elevator entrances in SHinra HQ, when exiting/entering mashing confirm can get you stuck). It's a problem with the base game, it's definitely fixable but there are a LOT of ladders:

Hi Sega,

Just wanted to say i downloaded the New Threat about 2 weeks ago and I'm absolutely loving it, but i've hit a bit of a snag in end game- I don't seem to be able to change Party Leaders on the Highwind. Is this something that has been patched out and is no longer needed for Cid/Tifa's quests? Or have i messed something up.

Also, on an entirely separate note, when looking for the Sector 5 key, I dug up a second Bahamut ZERO. I presume that's not something you had wanted, so just letting you know that it's there!

Thanks for all the great work- really looking forward to FFVIII when it comes out too!

If you head down to the bottom of the crater (where party reunites) there's a scene and then a notification that everything has been unlocked. Head back up to the surface (you can use the new NPC down there to warp back faster) and in the Operations Room of the Highwind, talk to the NPC on the right to swap.

In Bone Village, a lot of missables can be dug up (albeit at a very low chance in the vanilla game; NT boosts the chances up I think to 100%) if they weren't acquired normally. So if you didn't get all four Huge Materia then you can still get Bahamut ZERO by digging it up. Same used to be true of W-Item but that was moved out of the Midgar Raid and is no longer missable. Phoenix can be dug up there as well if Fort Condor was seized.

Hello Sega Chief, so I ran into a glitch at the very beginning of the Dark Cave where as soon as I have the first conversation with Barret the game seems to lock up with Cloud and Barret just staring at each other with their standing idle animations still going. I turned off the field model mods I have to see if they were the cause, but the same thing seems to happen. Any suggestions on what I can do?

P.S. This is my first time playing through FF7 and I really like all the things you've done in the mod. A couple critiques here and there I have (like the abundance of status effect enemies at the beginning or maxing out all the SP levels only half way through the game), but for the most part I think its great.

The freeze seems related to other mods (cause unknown); try running NT by itself until you reach the save point, then turn your other mods back on. I suspect it might be the 'animated idles' but unsure.

So, I've reached the end of part 2, crushing what was left of Shinra, and the madman Hojo.
At Midgar I kept trying to steal from every enemy, but had zero success. 2 characters mugging every encounter and always "Couldn't steal anything.." My characters are high level too, Cloud being over 90.

Should I have acquired the Sneak Glove before Midgar?

The stealing thing is an oversight with the level adjustment I added, in order to steal from late-game enemies you'll need a sneak glove. This can be still be acquired by digging up the keycard from bone village and then visiting the weapon shop seller who sold you batteries on Disc 1.

I've been looking for a long time, so I'm sorry if this has already been answered, but have the rewards changed for the Speed Square in Gold Saucer? I absolutely hate/suck at the rollercoaster thing and was wondering if there was something more substantial that I might be missing besides the Umbrella/Flayer (or whatever they're called if the names changed), or if any of the previously useless 3-5k point items were useful.

Also wanted to say that this mod is amaze-balls.

The lower tier items are just gimmick items, they have a use in-battle but usually something useless like 'change all your party member row' or something.

There's a glitch (or perhaps some oversight) where shooting the propellors on the yellow zeppelin (after balloon phase, when pink rocket enemies appear) can generate massive amounts of points if it's even brushed slightly with the laser.

The PC version of the coaster is very twitchy compared to the PSX version, I think DLPB had a fix for it though.

Ah okay. So Arrange is a lot harder? I'll have to do another run after the first part of the remake comes out. Still wondering who that extra ? ? ? character is. My guess would be Sephiroth. You're deffo getting a small donation for this mod.

The extra entry for SP was a mistake on my part; sorry to get your hopes up on that front. When some of the new modding frameworks come out, I'm going to put together something on that front though (nothing that affects story though, battles/visual only).

Cheers for the donation, bud  ;D

Yes! I was using June 14th, I updated and it worked. Thanks!

The last bosses were a little underwhelming still, I always hated the 1 v 1 being just a one hit kill. Was there mean't to be a New Game + or is that still in progress?

Edit: I just watched 4-8's 1.4 run and parts of the last bosses were completely different (like the splitting into 3 groups). Was that taken out or is my game still bugged?

I shelved the NG+ thing in the end.

1.4 had tougher enemies; the bizarro boss was a 3-party fight locked no matter the mode I think. Now it's 1-party on normal, 3 on arrange? Not sure.

Hey Sega Chief! Just finished my first run, best mod I've ever played.

However... the moment I kill Sephiroth I get sent to Mr. Smile and end up inside the Nibelheim reactor. I looked around and had no idea what was going on. I did the ending again and this time it was stuck on the Mr. Smile screen.

I'm confused plz help.

The ending was bugged; if finishing the game without using rank ups it was supposed to send you to an alternate screen but a script revision a few months ago broke it. It should have been patched recently as of the latest files, are you using the current ones?

Sega I have the hext to make shield (and lucky girl, peerless), appear in status menu during battle.

Will pass them on to you later.

I think I am going to add those as an option on the enhanced stock UI.

That'd be a start; problem I have with the status menu though is that it typically doesn't appear unless certain spells/items are in the targeting stage.

So far I've changed the following (patches are not up yet):

-) Crater enemies had a general nerf; -30 strength, magic, defence, MDEF in most cases.

-) Goldberry fight reduced to 3x Goldberries instead of 6x.

-) Lot of drain HP attacks removed from end-game bosses; Tyrant, Abyss, some others.

-) All status ignoring attacks were disabled (some may have been missed).

-) The following enemies were adjusted: Satan's Gate, Powersoul Keeper, and Lambda Calcule forms. Attacks were altered, stats adjusted down, and made slower.

-) Gun's formation camera angle was changed

-) Materia bonus/penalties adjusted; more extreme effects were toned down

-) Summons were buffed

-) Armours were adjusted; Warrior Bangle + Fourth Bracelet buffed, slight buffs to other armours like Crystal Bangle

This is just a maintenance patch to adjust some things before going forward. Field script fixes, particularly that dark cave wrong warp problem, are on the way.

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