Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.94)  (Read 2825423 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7725 on: 2019-05-05 14:03:54 »
Hello Sega Chief,

i only played the vanilla version of FF7, but your Mod looks awesome. I will defenitly play it.

I read some pages before you are working on the final patch to your mod. Should i wait on it or should i start with the current version? Are there coming many new things or just bug fixes? So the difference arent so much? When the patch is coming e.g. in a few months, when i can wait, but when its hard to tell when it comes maybe 1 year or even longer i would play the current version. What do you suggest me? Wait or start now?

And when i want to play your Mod with the Remako Mod and maybe with the Chaos Mod, which install order you suggest and does it make sense when i am only using your and 1-2 graphic mods to install 7 heaven mod manager?

I would go with the current version for now, as I don't know when this patch will be ready.

7th heaven is recommended for mod compatibility (but test that it's installed correctly and working as intended before applying mods as the process can be finicky). Graphics mods typically go above gameplay ones in mod load order.

Hello, I've been enjoying the mod a lot so far but I'm now at the beginning of disc 2 and I have kind of a big problem.

Aeris is dead and I've already saved at the beginning of the disc, I had to google why and I only found out now that I should have picked the second option before the FMV.

Is there no other way around this? that single option I skipped to make the cutscene slightly faster (I had wiped against jenova twice) is going to make me miss aeris for the whole game now?

Can I do something other than restarting the whole thing?

If you send me your save file I can apply the variable needed for it.

Exterium

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7726 on: 2019-05-05 15:04:02 »
If you send me your save file I can apply the variable needed for it.

That'd be awesome, here directly or via pm or something?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7727 on: 2019-05-05 19:11:53 »
Either's fine, but I think PM is restricted until users have made a certain number of posts.

Exterium

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7728 on: 2019-05-05 20:01:38 »
Either's fine, but I think PM is restricted until users have made a certain number of posts.

Then this is my save file https://drive.google.com/open?id=1leY31Igl0aazlUtW-OhepFG0JL5TBcN1

I don't know how it's organized, I have 3 used slots, the one I'm using with the mod is the third one.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7729 on: 2019-05-05 23:46:35 »
Then this is my save file https://drive.google.com/open?id=1leY31Igl0aazlUtW-OhepFG0JL5TBcN1

I don't know how it's organized, I have 3 used slots, the one I'm using with the mod is the third one.

Hi, sorry for delay:
https://drive.google.com/open?id=1XpfI4ipfZ8fRBAjOtceTEhxS1yu6HLUE

I flipped the variable and sorted it out in PHS, etc. I think there were a few failsafes going from that point to Icicle Inn though so let me know if she vanishes.

Exterium

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7730 on: 2019-05-06 00:02:52 »
Hi, sorry for delay:
https://drive.google.com/open?id=1XpfI4ipfZ8fRBAjOtceTEhxS1yu6HLUE

I flipped the variable and sorted it out in PHS, etc. I think there were a few failsafes going from that point to Icicle Inn though so let me know if she vanishes.

Thank you so much ^^

Amazing mod, it's like I'm rediscovering the game.

LeOsTyLe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7731 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(+)?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7732 on: 2019-05-06 22:45:26 »
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(+)?

Breaking the cap needs menu modifications to account for it, I'm not sure how to go about it with 7H just that there was an old patch by YAMP or something. It is possible to hit damage cap in NT, but for the most part it's been specced within that range.

chasesummers

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7733 on: 2019-05-08 07:55:57 »
I've watched Youtube videos of this mod and it looks fantastic.
I have 7th Heaven so I downloaded it and it works. Only problem I'm seeing is that the character models remained the same, why could this be happening?
Also, are there any other mods I should apply, like Beacause and Reunion?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7734 on: 2019-05-08 14:47:51 »
I've watched Youtube videos of this mod and it looks fantastic.
I have 7th Heaven so I downloaded it and it works. Only problem I'm seeing is that the character models remained the same, why could this be happening?
Also, are there any other mods I should apply, like Beacause and Reunion?

I think I got confused about models, and removed them from the latest IRO. Will reinstate them on next build because I think model replacers will overwrite them rather than being overwritten.

Other mods can be applied but I think Reunion and Beacause were incompatible to a degree.

Exterium

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7735 on: 2019-05-08 15:51:41 »
Hello, I've noticed something and I don't know if it's intended or I'm missing something.

I'm currently in the gelnika, just after getting the submarine, Barret is level 64 while both Tifa and Cloud are level 61.

The thing is, since the junon reactor area (at least that's when I noticed) barret has been getting a lot more experience than tifa and cloud, like twice or even more. Example: https://streamable.com/ifxrh

Barret is equiped with: AM-Cannon, Escort Guard, Protect ring.

He is using the following materia: Barrier&all; Destruct; Cover; Counter attack; Sense; Manipulate; Steal; Mistify; Transform

levantine

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7736 on: 2019-05-08 16:46:00 »
Hello, at the end of the game when the group is spliting in the north crater, what is the best decision for gain maximum items?

chasesummers

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7737 on: 2019-05-08 18:38:06 »
I think I got confused about models, and removed them from the latest IRO. Will reinstate them on next build because I think model replacers will overwrite them rather than being overwritten.

Other mods can be applied but I think Reunion and Beacause were incompatible to a degree.

That would be amazing, I really like the more refined models and little details like Tifa's earrings, Cloud's darker colour-scheme etc. If I can get them manually from somewhere let me know, to save you the trouble.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7738 on: 2019-05-08 23:32:25 »
Hello, I've noticed something and I don't know if it's intended or I'm missing something.

I'm currently in the gelnika, just after getting the submarine, Barret is level 64 while both Tifa and Cloud are level 61.

The thing is, since the junon reactor area (at least that's when I noticed) barret has been getting a lot more experience than tifa and cloud, like twice or even more. Example: https://streamable.com/ifxrh

Barret is equiped with: AM-Cannon, Escort Guard, Protect ring.

He is using the following materia: Barrier&all; Destruct; Cover; Counter attack; Sense; Manipulate; Steal; Mistify; Transform

It looks like he is, but it's actually because the level he's on requires less EXP to finish than the level Tifa was on in that clip. At ten level intervals, 11, 21, 31, 41, etc. there's a spike in the exp needed to level up; this is a soft-cap of sorts to cover people who spend a bit of extra time fighting in an area before moving on. Tifa was on Lv.61 in that clip, while Barret was on Lv.64 so she's still getting through that soft-cap while Barret is working through toward Lv.71.

Hello, at the end of the game when the group is spliting in the north crater, what is the best decision for gain maximum items?

I changed it so that the split-up decision no longer affects that. You'll get a fixed item from every character at the bottom and it won't be one of the ones you pick up yourself on the way down either. So feel free to send anyone wherever (but make sure you keep a party of three at least). Also, there's no save crystal anymore; there are fixed save points scattered throughout the Crater area which is a bit more convenient.

That would be amazing, I really like the more refined models and little details like Tifa's earrings, Cloud's darker colour-scheme etc. If I can get them manually from somewhere let me know, to save you the trouble.

I uploaded an IRO with the models included: https://www.mediafire.com/file/lvyo1poxlvragox/FF7_NT_IRO_9th_May_2019.zip/file

Exterium

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7739 on: 2019-05-09 01:43:22 »
It looks like he is, but it's actually because the level he's on requires less EXP to finish than the level Tifa was on in that clip. At ten level intervals, 11, 21, 31, 41, etc. there's a spike in the exp needed to level up; this is a soft-cap of sorts to cover people who spend a bit of extra time fighting in an area before moving on. Tifa was on Lv.61 in that clip, while Barret was on Lv.64 so she's still getting through that soft-cap while Barret is working through toward Lv.71

I see, that possibility didn't even cross my mind.

I like the leveling a lot though, I've never felt overleveled nor underleveled at any point (maybe a bit underleveled upon reaching midgar's underground on disc 2, but it fixed itself really quick).

Said it before but man, really good mod.

chasesummers

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7740 on: 2019-05-09 09:30:35 »
Thanks so much Sega Chief!

levantine

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7741 on: 2019-05-09 11:10:06 »
thx for the nswer ! an other quick question, am I just unlucky or Christopher don't drop the oritsuru?

AsSeenOnCops

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7742 on: 2019-05-09 12:44:30 »
Hello! First, I have been loving this mod so far! Using it in conjunction with 7H for textures, etc. Currently at Junon about to board the boat, but I was wondering if the lvl 2 Limits are obtained the same way as in the original (kill 80 I think).

Also I was tired of crafting potential builds on paper, so I designed a google sheet to automate that. Not sure if anyone is interested, but I'll leave the link here for anyone to make their own copy. Cheers!

https://docs.google.com/spreadsheets/d/1y0gpWjwIwtI4V3ZnEhITxPjBHsbPcMIIjbpOXimt16U/edit?usp=sharing


Dio Holy Diver

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7743 on: 2019-05-09 15:17:32 »
Hi Sega Chief - would just like to say a huge thank you for your continuing support for this mod.  I started it briefly on v1.3 last year (5-6 hrs), and picked it up again this February on v1.5.  It really has been an absolute pleasure to go through and most, if not all, of the alterations/additions feel so in-line with the original feeling of the game, it feels like an official/sanctioned update.  I am constantly surprised and challenged at the differences, and I really look forward to going through it again, either via Arrange mode or future version changes.  I'm currently on 33 hours, at the beginning of Disc 3,
Spoiler: show
but can see that there are several 'New Threat' side-quests to do (including collecting the Lv. 4 Limit Breaks!)
- I'm really looking forward to going through this content. 

I have tried to pay as much attention as possible to the changes and have jotted down a new observations / problems / questions that I noticed, many apologies if these have already been discussed before, I did a brief search before hand but came up empty.

  • I think there's a monster sound effect missing before the fight with Phrenia (in the Gaea Cliffs)
  • When I originally picked up the Escort Guard armour piece, I wasn't able to equip it to any character - after a while it showed up in the Armour list and I could use it fine
  • Fort Condor 1st visit - I skipped the original visit here and didn't come back until I had to pick up the Huge/Mega Materia as Cid- when speaking to the father character, he has a piece of dialogue which I think is supposed to be directed at Cloud (a comment about the colour of his eyes).
  • I used Osmose on a Junon Trooper, took 117mp but only restored 83mp - however thinking back I may have been near full MP which may explain that?
  • Are there any stats (other than Sadness) that causes the Limit Gauge to fill up slower?  My Cait Sith and Cloud fill up their Gauge very very slowly
  • The fight in the Submarine (the pincer attack one) fully restored my HP/MP - think it would have been neat to have carried over from the Carry Armor boss (apologies, can't recall the new name!)
  • Gorky / Pagoda quest - Bisham's Gale didn't do anything, just triggered Yuffie's Counter-Attack materia
  • Pagoda quest - I found this very easy, by far the least challenging new boss concept of the mod - however it may be my fault as I forgot to do this on Disc 1 and did it when Cid was party leader
  • The Petrify timer is hidden when Cait Sith is using his Transform Limit
  • There's a slight model glitch with Cloud when the flag for Valiant Clod's appearance is triggered -  he raises his arms briefly
  • Spoiler: show
    During the NT side quest for Cait Sith, during Cloud's dialogue, it looks like Cait Sith's name is hardcoded in (e.g. my Cait Sith is named KettoShee, but Cloud refers to him as Cait Sith)

Once again, outstanding work on this mod - whenever I replay FF7 I can pretty much 'Attack' my way through the game and recent playthroughs have been a tad boring - from the get go, this mod has made me think and completely change how I play the game.  There were many times that I wished I had a full list of changes but exploring this mod almost blind (other than the documentation from the v1.3 release) have made it an absolutely joy.

Thank you so much for your time and effort, and I look forward to playing your FF8 NT mod!
« Last Edit: 2019-05-09 15:23:33 by Dio Holy Diver »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7744 on: 2019-05-09 16:56:03 »
thx for the nswer ! an other quick question, am I just unlucky or Christopher don't drop the oritsuru?

As of the latest version, Christopher drops Oritsuru 100% of the time but no item will be dropped if a successful steal is made against the enemy. Are you playing through the 7H catalog version of the IRO?

Hello! First, I have been loving this mod so far! Using it in conjunction with 7H for textures, etc. Currently at Junon about to board the boat, but I was wondering if the lvl 2 Limits are obtained the same way as in the original (kill 80 I think).

Also I was tired of crafting potential builds on paper, so I designed a google sheet to automate that. Not sure if anyone is interested, but I'll leave the link here for anyone to make their own copy. Cheers!

https://docs.google.com/spreadsheets/d/1y0gpWjwIwtI4V3ZnEhITxPjBHsbPcMIIjbpOXimt16U/edit?usp=sharing

That's a pretty nifty spreadsheet. Lv.2 Limits are obtained the same way, I think characters that join later require less uses/kills though.


Hi Sega Chief - would just like to say a huge thank you for your continuing support for this mod.  I started it briefly on v1.3 last year (5-6 hrs), and picked it up again this February on v1.5.  It really has been an absolute pleasure to go through and most, if not all, of the alterations/additions feel so in-line with the original feeling of the game, it feels like an official/sanctioned update.  I am constantly surprised and challenged at the differences, and I really look forward to going through it again, either via Arrange mode or future version changes.  I'm currently on 33 hours, at the beginning of Disc 3,
Spoiler: show
but can see that there are several 'New Threat' side-quests to do (including collecting the Lv. 4 Limit Breaks!)
- I'm really looking forward to going through this content. 

I have tried to pay as much attention as possible to the changes and have jotted down a new observations / problems / questions that I noticed, many apologies if these have already been discussed before, I did a brief search before hand but came up empty.

  • I think there's a monster sound effect missing before the fight with Phrenia (in the Gaea Cliffs)
  • When I originally picked up the Escort Guard armour piece, I wasn't able to equip it to any character - after a while it showed up in the Armour list and I could use it fine
  • Fort Condor 1st visit - I skipped the original visit here and didn't come back until I had to pick up the Huge/Mega Materia as Cid- when speaking to the father character, he has a piece of dialogue which I think is supposed to be directed at Cloud (a comment about the colour of his eyes).
  • I used Osmose on a Junon Trooper, took 117mp but only restored 83mp - however thinking back I may have been near full MP which may explain that?
  • Are there any stats (other than Sadness) that causes the Limit Gauge to fill up slower?  My Cait Sith and Cloud fill up their Gauge very very slowly
  • The fight in the Submarine (the pincer attack one) fully restored my HP/MP - think it would have been neat to have carried over from the Carry Armor boss (apologies, can't recall the new name!)
  • Gorky / Pagoda quest - Bisham's Gale didn't do anything, just triggered Yuffie's Counter-Attack materia
  • Pagoda quest - I found this very easy, by far the least challenging new boss concept of the mod - however it may be my fault as I forgot to do this on Disc 1 and did it when Cid was party leader
  • The Petrify timer is hidden when Cait Sith is using his Transform Limit
  • There's a slight model glitch with Cloud when the flag for Valiant Clod's appearance is triggered -  he raises his arms briefly
  • Spoiler: show
    During the NT side quest for Cait Sith, during Cloud's dialogue, it looks like Cait Sith's name is hardcoded in (e.g. my Cait Sith is named KettoShee, but Cloud refers to him as Cait Sith)

Once again, outstanding work on this mod - whenever I replay FF7 I can pretty much 'Attack' my way through the game and recent playthroughs have been a tad boring - from the get go, this mod has made me think and completely change how I play the game.  There were many times that I wished I had a full list of changes but exploring this mod almost blind (other than the documentation from the v1.3 release) have made it an absolutely joy.

Thank you so much for your time and effort, and I look forward to playing your FF8 NT mod!

Yo, thanks for the feedback + bug reports:

Code: [Select]
1) I'll check it against the original game and add a SFX if one is missing; audio is a bit inconsistent between PC and PSX versions
2) That's an odd one, but I think Escort Bangle is restricted to male characters as per the original game (with Minerva Bracelet locked to female characters); Cait Sith is able to equip either armour though.
3) I'll add a check for party leader to that segment of the scene
4) I think the MP drained is limited to how much the enemy has left; so the damaged MP can be higher than the amount remaining to drain (HP drain should work same way).
5) Limit Gauge speed was adjusted between characters; I can make Cait + Cloud's limits a bit faster charging if they feel too slow.
6) That restore is maybe a hold-over from when a Save Point hadn't been added to the exterior of the submarine, as pincer battles can be quite dangerous in mods where enemy strength has been raised, even by just a little bit. As there's now a save point, the Restore is likely redundant.
7) That's odd, as the flags have been set for an eject/KO event. I'll try tinkering with it.
8) The Pagoda was intended as a series of puzzle-like fights to be taken on when Wutai first becomes available, but they can all be overpowered on a return visit later in the game.
9) Is this due to his size, or does the status become invisible after the transformation? I could try adding a bit of character AI to cleanse status ailments (or maybe to Transform itself) to prevent the latter issue.
10) I think that's from the climbing animation, I can probably fix it.
11) [spoiler]My bad, I'll use the name-tag.[/spoiler]

I'm currently working on a full (and last) overhaul for the mod so info on bugs like this are useful to have. The FF8 NT mod is currently Disc 1 only and the refine system needs a fair bit of balancing to be done but hope it proves entertaining. If you run into issues with the Disc 3 content on FF7 NT then let me know.

levantine

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7745 on: 2019-05-09 17:08:16 »
I play with the last version of your iro, i finally get it, was thinking that i finally got luck, but it was because I always hit with mug, so the time I finally get it must be the time that mug did not steal xD thx anyway !

AsSeenOnCops

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7746 on: 2019-05-09 20:54:46 »
Hi Sega Chief,

So I just got the first source rank up for Yuffie and discovered that she had a source I didn't see in the documentation. I think it was +5 Str/mag/dex/lck. Am I playing with an outdated version or did I simply look at an earlier ReadMe?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7747 on: 2019-05-09 23:20:52 »
Hi Sega Chief,

So I just got the first source rank up for Yuffie and discovered that she had a source I didn't see in the documentation. I think it was +5 Str/mag/dex/lck. Am I playing with an outdated version or did I simply look at an earlier ReadMe?

It's the documentation that's out of date; and extra rank up option was added for all the characters at some point. Make sure to check that those sources are giving +5 per use instead of +1 though, that's been a recurring issue recently due to the .exe not being patched.

AsSeenOnCops

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7748 on: 2019-05-10 00:19:27 »
It's the documentation that's out of date; and extra rank up option was added for all the characters at some point. Make sure to check that those sources are giving +5 per use instead of +1 though, that's been a recurring issue recently due to the .exe not being patched.

Okay, got it! I'll have to update my spreadsheet as I come across things then. And I can confirm it's working for +5.

chasesummers

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7749 on: 2019-05-10 10:46:56 »
So I've started with this mod on Recommended difficulty (although I have no idea what both of them do).
I'm encountering Guard Scorpion in the field (first mission), it's doing about 9k plus damage and I can't escape. A death note basically.
Then on my third try I encountered Zangan(?), I have no idea why, but he too did a ton of damage and I can't escape.
Is this normal??