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Messages - LeOsTyLe

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-16 08:18:16 »

You need to open battle\scene.bin,. But not the standard one you need to open the NT one. when e.g. you use the iro files you need a iro unpacker first.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-14 19:09:58 »
If you click 'disassemble' when viewing AI it'll interpret the AI script into something more readable (if statements, etc.) but I think you need a file sitting in PrC's folder to interpret the opcodes:

If you're missing the .dat file from the prc folder, then put that in there and it'll interpret most of the opcodes in the disassembled view.

Ok, thanks. Now its look like this.

For me its still not really readably. Somewhere there stands that the monster loses his immunity to stop, but no chance for me to read this. I think i will just use the Enemy stats from Normal Mode and try and Error in Arrnage Mode.

FF7 Tools / Re: Simple speedhack for FF7
« on: 2019-06-13 20:04:16 »
Amazing tool. And the music dont speed up like in the Super Nintendo Emulators, well done. Good for rushing through the story and farming weak monsters.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-13 19:09:43 »
Arrange mode is handled by the enemy AI, specifically the pre-battle script. There's a check in there for the arrange variable which buffs level, flips switches, whatever needs done.

So the changes are somewhere here not readable for "normal" human?:

And there is no way to show the changes like this for normal mode?:

I ask because its seems like the weaknesses and Allowed Status can be a little diffrent from normal / arrange.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-13 18:38:06 »
There's 3 different programs I use to see the items and other things in New Threat that people here recommended to me,   ProudClod,   Black Chocobo and WallMarket,   let's you see all the current up to date steals and morphs and lets you view all items,  armors and weapons,   and view character stats and how many sources you've used.

You need to point the programs at the right IRO's kernal.bin and scene.bin,   I'm sure someone here can provide more help if you can't figure it out :)

I didnt know ProudClod, its fantastic. Now i can see the stats and weaknesses for the monsters i can not sense. I have two question.

1) When i use iro unpacker and read the scene.bin it looks like the stats displayed are for normal mode. How i can see the values for arrange mode?

2) Is there a options to export all enemy stats in a sheet? (Readable for human) Or is there a way to search for a specific item so i can see from which enemy i can get it?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-12 18:46:02 »
Incredible, any tips on how to beat
Spoiler: show
The Bomb King & the 6 Golden Tonberries? Bomb kings minions always knock out 2 chars and murder the remaining one with LIMIT BREAK, even though I'm only targeting the King (using Hydro), and the Tonberries.. dont even go there, its too painful!

It raises another question, what would you consider the best order to tackle the latter parts?  I've been mixing between tackling a New Threat, trying to get a special materia, attempting to get Weapon to fight me properly instead of flying away, and checking the weapons smith to see if I've got enough items to forge a weapon yet (none so far).

Bomb King
Spoiler: show
I just targeted the big guy and ignored the balls. But it was a close fight. I did it immediately after i got the highwind. But according to a video i saw you can make use of the spell "Remove" it removes the balls from the game and than you shouldnt have any problems. Maybe you have to use the remove spell more than one time to get ride of all the balls. At this time i didnt had access to the remove spell because it didnt had enough AP trained.

Golden tomberries
Spoiler: show
Since i didnt need the Mine Materia i did this fight later, than i already was overpowered. I used
Snack Attack + Barrier + Mega all
Snack Attack + Planet
Snack Attack + Planet
Planet + Quadra Magic
After the first Ultima (Planet) Sneack Attack the tomberries made a conter attack. I survived easy. After the 2nd Snack Attack they didnt Countered. I make one mnauelly Ultima and they were dead. If you want to do them before you are overpowered here a video in arrange mode from. The person who did this writed information in the description of the video.

Best order for later Parts.

Spoiler: show
I would first APing in the Crater my Materia which i need. In the Midgar Raid, you get tons of AP from the bosses to max out Materia and even Maxout the new borned Materia, too. Important is Sneack Attack and Planet. Now go Crater put 2x (Sneak Attack + Planet) and Planet + Qudra Magic. MP Turbo you doesnt need since it not increase the snack attack ultima damage although you pay the increased mp for it, mp absorb didnt work as well. With 255 magic stats which you get easy with the materia which gives +10 magic. Now you go left lower part (probably other work too) and farm. Some Monster will give you 5k Base AP with The Tiple Weapon its 15k. Every Monster which is not instant death after your 2x sneak attack ultima will only remain ~1k life, 1-2 meele hits and end. While APing you can collect the Items you need for the Ultimate weapons. For stealing you should use the stealing gloves to increease chances.  When you do not have any preferences your 1st ultimate weapon should be Conformer for Yuffie. It hits so hard. Combinted with many Conter Attack Materia and High Str,  Yuffie is a one man army.

Now its up to you which boss you make first. You have the power now to do every one. The most you should kill now without any special tactic. When you still die, look the video list i posted and the descritption in the videos. Because some bosses sleep all your character in the first round or cast death in the first round etc. so you have to prepear a little bit.

This is my personal doing. But the most fun is to thinking how you can build a powerful team and than go for the materia, ultimate weapons etc. and build it.

Thanks for the detailed feedback, bud. I've got some good stuff scripted up already in the final build's arrange mode (tested and working) that'll make it an interesting experience.
Your welcome. I didnt imagine there are so many changes in the final version. I though there will be only small things. Now i am very excited.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-11 19:40:44 »
I just finished normal mode.  I talked to every person, visited every area and every corner of it, did every sidequest, killed every boss in the game and did many tests how somethings work in battles. Game timer is now 70+ hours but the real number including reloads after death and testing how things work in battles is probably about 100 hours.

Sega Chief, you did a wonderful work. Here are my thoughts (you don’t need to comment every single one):

-The lvl4 sidequests fits good into the story, best was cids because you need to visit many different places to complete this. Cait Cith and some others for example you just need to visit one place kill something and done. They all should feel more like the cid one. Collect here information, travel there, bring this thing here etc.

- The Jugon League is fantastic

- The Dark Cave is a very good idea, but I think It have much more unique potential, maybe it can be a endless random dungeon where only there you can find randomly some special items or (if possible) you make it like the ancients cave in lufia 2 or you remove the option to choose arrange mode on the start and when you enter the dark cave a new game+ starts in arrange mode.

- The changes to the materia are good, but I think there should be more 1star materia e.g. planet, contain, sneak attack, multicut, mega all, quadra magic, maybe more. Counter attack need still a nerf maybe 50% weapon dmg or make conter attack 1star and you can obtain 3-4 in the game or just lower the rate to 25% trigger. The thing is counter attack early on is not the problem, the problem begin when you you have many of them with a good phys char.

- The changes to phy and magic dmg are a good idea, but phy dmg got nerfed to much. In the playtrough I only used magic because the pyh dmg was not worth it only limits were good. Even with bad magic stats its better to attack with magic and with osmose the mp isn’t a big problem.  In endgame I think Phy dmg needs overall a small buff like 25%. Conformer is to strong, especially with many conter attacks every boss is a joke.

- I like that any good armor now has a problem like no linked slots or halves healing etc. now there is not “the best” armor it depends on the fights and this is good.

- Crafting the ultimate weapons was a very good idea, I like it very much

- I like the new battle square bosses and the bosses in kalm as well. But maybe instead putting the omega and nemesis weapon on battle square they should get their own little part like ozma. And you can make the npc (where you currently can fight cait cith tank, omega and nemesis) a npc where you can rebattle the bosses you already defeated. Maybe for a special reward.

- The Special battle where you need to fight 8 bosses in a row. Is very good too. It would even better when you not fight everytime the same. Maybe you can make a boss pool where are 8 bosses randomly picked up. E.g. all the main story bosses maybe level adjusted, so they got some love.

- I not like the soft level cap every 10 level. In my opinion this feel unnatural and should be linear, even when I know its probably hard to balance, but I wanted to say that.

- Speaking of linear. We come to the rank up system. I like it very much you can  choose which way to go, but instead of only 8 big rank ups I would prefer many small rank ups and if possible they should be linked to the level up system. Maybe every level up you gain a character specific item (one for every char, when cloud lvl up you gain a cloud item, when aerith lvl up a aerith item etc.) and you can trade this item on every save points for the sources you want. And for the flat +5 all stats you can do something like every 2 lvl ups automatic +1 all stats.

- the changes to defence, magic defence (2x) in the damage formular is awesome, now defence is thing to thinking about and is not overpowered since they are many attack which ignores them or deal %dmg.

- The 41 level cap in the damage formular on the one hand is good to limit the phy dmg, but on the other hand I wish the damage formular could be more linear without have the need to cap it at lvl41 so you can feel a difference between a lvl 50 char with 150 str and a lvl 99 char with 150 str.

- the implementing of innate character abilitys was a good idea to make a character different, as well as the possibility of skiping some story element like the nibelheim flash back, the possibility to remove random encounters on field maps and the fast morph materia.

- fighting for the strong materials like quadra magic was a good idea. Maybe this could be expanded to some others like planet, contain and comet.

- I would remove the lucky 7777, its feels like cheating

- I would fix the 2x item bug/cheat or remove the 2x item materia if its not possible

- I would remove the added effect barrier shield bug/trick. Early on and in mid game its overpowered.

- Since I had access to the crater and I mastered my materia and reborn it how many times I need, made good materia combos and got the ultimate weapons, the game become to easy. I played in normal mode. Maybe this is in arrange mode different.

I hope I could help you with my input to make your already wonderful mod a little better. I looking forward your final release even when it comes in one year or even later. I will play it probably in arrange mod.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-11 16:20:25 »
Ok so I reinstalled FF7 (Steam) and reinstalled 7th Heaven and imported the [June 10th 2019] - 7th Heaven IRO,   not sure if it fixed my rank issue cause I'm a long way off ranking up on Cloud,   is there a way to see what rank you are without having enough points to rank up?

There is a cheat editor called Black Chocobo. You can open the savefile (it is compatible with New Threat) and you have a Base Stats Section and a another Stats Section. When you know e.g. you never choose Luck sources upgrades. And you have e.g. +20 luck in the other Stats Section . You know you have Rank 4 since every rank you got +5 all stats. I used that cheat editor to reset clouds rank stats, because my cloud had to many points, because i recognized the bug to late.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-10 10:18:26 »

This gamer recorded almost all bossfights on arrange mode. In the description in every video he tell the weaknesses of th ebosses, what you need to know of the move pool of the boss and with which tactic he defeat them.

When you want save time, dont make them before you have access to the Planet Materia. This help much. I personaly only got Multicut, Quadra Magic and Mega All and come back for the rest after the crater.

In my opinion lvl 4 Limit Sidequests are by far easier as the materia guards. But there are other super bosses which are similar strong some weaker some stronger them the materia guards. When you fight strong bosses its total normaly you die first time or severel times. You need to learn how to fight them. Or just look the videos i linked you. Till stronger you are till less preapation you need.

Edit: The only bosses there are not on the video (if i dont overseen one) are the fight for multicut materia
Spoiler: show
just protect everyone from sleep and when you can sneak attack + barrier + mega all is always good)
and the special boss fight in battle sqaure. There is nothing important to know about this fight.

By the way dont worry to much about hard bosses and your skills. I lost almost every bossfight in the story of cd1. And sometimes i even needed 10 tries. But i improved and got better understanding how fights works. In vanilla you dont need things like barrier, added effect combos, sneak attack, counter attack etc. just ribbon, 4x cut or round of the knights. In new threat you have to use such stuff. And when i defeated them, you will too. If they are too hard skip them and make them later. After i prepered in crater like collecting ap for materias the most bosses i skiped was jokes now.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-04 16:34:16 »
When you go for Multicut

Spoiler: show
in Ancients Forrest  equip all Characters with Headband (Sleep Protect) you can buy it in Gongaga. After you open the chest where you find Multicut a Bossfight starts and the boss put all character of you into sleep. I died in few seconds, first time.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-31 09:49:22 »
then I don't know :/ Sorry to not be able to be of more help.

Also to defend fort condor from the first moment you could have farmed the blue monster that you can find in the Mithril Mine, it gives 2000 gil per kill.

Its ok, thanks for trying helping.

I will try the next time the blue monster 2000 gil at this point is insane. Are there more good farming spots for Gil or AP you know? Expecially when you got Buggy, Tiny Bronco, Highwind, Gold Chocobo?

Here are my "findings"
Buggy = Not really found something special maybe in Jugon when you unlease the red alert, but the monsters are very tough, i didnt try it with shield trick, becasue at this point i didnt know of the trcik.
Tiny Bronco = Mideel Area e.g. the beach, there is a 100% chance of the worm which gives 32000 EXP, 1500AP and dont know how many Gil, with Shield Trick, he is doable, you can easy get Quake 3 etc. here
Highwind = I dont know
Gold Chocobo = I dont know, i tried Ancient Forst, but the rewards are similar to the Mideel monsters.

And one last question i can not find the safe or vincent in Nibelheim Villa. Are they moved?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-30 22:08:51 »
I started doing Fort Condor at Rocket Town, but all i did, i won with troppers. Before Rocket Town i did not Fort Condor because i didnt have enough Gil. UpRisen on Discord said it doesnt matter. Even if you only do the last battle you should get masumenue.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-30 21:49:01 »
I dont get the masamune from the last condor battle, although i win the battle with troops. I only get the Great Materia from the old man.

Here is the saye. I tried 23rd may and 20th march version. Both have the problem. Can someone check with my save game maybe i am just stupid and do something wrong. When the person who try it should really get masamune would it be nice if he/she reupload the save game. Or can confirm something is wrong with it.

7thHeaven / Re: 3 Hours Later I Still Can't Play
« on: 2019-05-27 09:06:14 »
I had a problem with the videos, too. Instead of crashing i got just a black screen. I solve it if running the ff7 converter in Windows 7 compatiblilty mode. And made the convertation. After this everything was right. Maybe this helps you, too. Game crashes by starting the game via 7h i only got, when i selceted some unusal resolution in windows mode. When i go full screen everything is right.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-27 08:26:03 »
Hey just a quick question about the mod. I was watching videos online and when people level up at their characters all receive the exact amount of sources Mr.Smile says they will get. However in my run They always get between 1-3 of each source except for cloud who gets exactly what hes supposed to. Is this intentional? I'm up to Mt.Nibel and I have been grinding a while but every character feels so weak compared to Cloud.
edit: heres a pic of my characters stat sheets with almost all basic items except accessories boosting stats

Till last patch you did need a .exe of the new thread folder, which make every source give you +5 stats instead +1 stats. Because many prople didnt copy the new threat .exe right, many had the problem you have now. Best if you install the current viersion of new threat (23rd may). In the current version you can use standard .exe and the mod will make the changed to your .exe at their own.

Where is the mystile located?
I didn't find one in the bottom of the crater.
Thanks in advance.

Spoiler: show
Mystile: Dark Cave Final Screen (Disc 3)

You can find this and other useful informations in the documentary, when you download the mod.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-24 16:32:20 »
Don't use mo_.exe at all, it has wrong equip effects applied to the .exe regarding materia. Use bc_.exe instead.

I checked this yesterday (when you mean the penalty or bonus to the stats like vita, mag def, hp% etc. when you equip a materia) and it was alright with ff7_mo.exe. Maybe this was a problem with earlier versions and this is fixed with this realease  of the auto edit hex to the .exe?

In the character AI, defence stats get doubled and Level is checked for whether it is above or equal to 44; if it is, then the character's level gets adjusted to help hold back physical damage. There's a tipping point where physical damage begins to exponentially grow as your level gets higher, leaving Magic behind.

Thanks, this will explain many things like  the extrem damage reduction of some monster. In Vanilla the max damage reduction via defence/mdefence (when you got 255 def / magdef) was 255/512 = about 49,8% and in New Threat it should be 510/512 = about 99,6%. Its almost god mode^^ But i assume later some enemies will have attacks/magics which ignores defence/magdef.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-23 23:24:33 »
I have a question to the damage formular. I am certain you changed it. Its not more like in vanilla. It looks likes the level of the attacker / caster is not important in New Threat and the defense and mag defence stats gained a buff in the calculation since it seems they decrease the damage more as they should. Could you explain the new damage formular?

By the way i can confirm,  the mod now works with the standard .exe and now i can finally use the 9999 break mod from Reunion R03e Mod :) Well done. I just need to enable Menu Overhaul on top, otherwise the displayed life numbers looks weird (and use the ff7_mo.exe instead the normal one). But after testing it with Black Chocobo Edit, i found out even with 255 atk / mag and with ultimate weapon and bahamut Zero you dont reach 9999+. You need Criticals or Limits or another something special.


i am using the 7h Mod Manager and New Threat. I read there was a 9999 damage cap patcher for vanilla. I found this thread which notes the offsets.

What does the vanilla patcher do? Does the patcher just change the offsets in the .exe? Many gameplay mods have their own .exe like New Threat. The creater of New Threat said these offsets should be the same in his mod. So would the patcher work in New Threat? Does someone have this patcher, so i can try? Or can give me a advise how i can break 9999 damage cap in an already modded .exe? I found this threat too

but i never edited the offsets in any .exe manually. Make it any sense to do this or will be the time consumption to high and i should just forget it and play with the 9999 cap?

Edit: Question is done. thread can be closed. Today the creater of New Threat realised a iro files, which work with the standard .exe. Now 7 Heaven can run New Threat + Reunion R03e, which contains the 9999 damage break.

7thHeaven / Re: Speedup Loadtimes Upscale Mods
« on: 2019-05-20 16:19:30 »
Thanks for the information. It indeed worked. When i clear the "Extra Folder" The loadtimes drastically get better.


Nibelheim -> World = 2 sec // before was 9 sec
World -> Nibelheim = 3,5 sec // before was 11 sec

Before i cleared the "Extra Folder" i had to think twice, if i really want to reenter a section, where i maybe forgot something (a item or a character to talk). Now i can enter without worries^^

Big thanks.

7thHeaven / Re: Speedup Loadtimes Upscale Mods
« on: 2019-05-19 09:09:30 »
Ok, thanks for the reply.

7thHeaven / Speedup Loadtimes Upscale Mods
« on: 2019-05-16 17:20:03 »

i use the following mods

- New Threat
- Chaos
- SYW V3 upscale: Battle, world map, fields

I meassured the loading times when i enter Nibelheim from the World Map and when i enter the World Map from Nibelheim

Nibelheim -> World = 9 sec
World -> Nibelheim = 11 sec

When i turn the mods off

Nibelheim -> World = 2 sec
World -> Nibelheim = 1,3 sec

The time incrase is probably due to the upscales mods. The game and the Mod Manager are installed on a SSD.

Is there a way to speedup the loading without losing quality?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-14 17:07:27 »
In terms of breaking the 9999 damage cap. It seems only a new .exe can do this. I found the Reunion Menu Overhall Mod for 7h but it need their own .exe and a tool which removes the dmg cap, but the tool patches the .exe as well.

But i found a thread which contains the offsets of 1.02.

Are they still right for your .exe? And are you interested in to break the damage cap in your final mod release? Because it is sad when you have a strong attack, but it is limited to 9999 and you have in the end game to stop use it and instead use a weaker attack only because the weaker attack uses multiple hits. Maybe the damage break cap could increase the balance between the single hit attacks and multiple attacks.

Since there is only 1 HP plus materia (when i read right)  the HP cap is not really relevant, but the damage cap is. My lvl 31 cloud with a 24 attack weapon and like 70-80 str, do with the 1st limit of page two 2000 dmg sometimes even 4000 dmg.

Is it many work to implement such a thing in your mod?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-06 16:32:01 »
Thanks for your answer. I installed 7H + New Threat 1.5 + Chaos + SYW V3 upscale and it looks beautiful.

I never played FF7 with deactivated  9999 damage cap and i want to do this in my New Threat playtrough. Which edit/mod/trainer you suggest me i should use to not have any bugs with your mod? By the way i assume every character can hit in New Threat's endgame 9999(+)?

Awesome work. I play it with New Threat and Chaos Mod. Looks beautiful. First i wanted to wait till Remako Mod did Battles and World Map, but i just saw someone else (you) already did the work^^ Well done.

Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-05-05 12:08:46 »

does the chaos mod change every single model in the game or does it focus on the most important models, like the main heroes, shinra, some story relevant NPCs?

Edit: I installed 7H and tested this mod myself. At first look it seems every model got a rework. Awesome mod. The big models option is a good idea, but i get with New Threat Mod many crashes when i enter certain areas with big models.

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