Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 1551758 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6600 on: 2018-01-20 15:20:45 »
Getting through a lot of the extra content and its proving a lot of fun.
With W-Magic, Magic Plus and Princess Guard Aeris is able to pump out 30,000 damage per turn doublecasting Comet 2, this is making a lot of fights easier using her as the main attacker and the other two as constant support, Got myself a Master Magic too which is only helping things. Slash All and Princess Guard is a nice way to heal 1500 odd and give Shield to all in one turn, VERY useful for crater random encounters, this combo makes me somewhat like Shield since it being single target usually lets it down.
Having a lot of trouble with Yuffie's Ultimate Limit Break battle though, I dont want to outright be told the way to win, but maybe a couple pointers wouldnt hurt?
To avoid Yomi Burial im currently using Bad Breath to Confuse/Sleep the side enemies, then Regen to keep their HP topped up, however even with the side enemies incapacitated the main boss is still handing my ass to me, Limited to single target attacks as not to hurt the side enemies and trigger Yomi Burial is hurting my damage output alot. I can doublecast Comet for ~3500 per hit, and Pearl will hit for about the same, however I am unable to keep up with her attacks, with them dispelling Wall/Regen/Sadness all at once and constantly inflicting slow im either constantly combatting statuses and maintaining buffs OR dealing damage, I cant seem to do both.
Is the fight supposed to be a one character battle and should I just accept Yomi Burial will happen, or am I on the right lines of keeping them alive to keep 3 characters in the game?

Also ran into a bug in Gongaga, after visiting Zacks Parents house with Cid was the leader whilst looking around for his quest item, I became unable to leave the house, the door would not open and Cid would just walk "over" the door and could not leave the house under any circumstances, locking my game, luckily I had saved a minute ago. Unsure on how to replicate this or what caused it or even if its down to Cid being leader at all, but it happened

I'll sort that bug out with Cid, I forgot about it.

For that particular fight, Stop + Sleep is a good combo to keep the two floating spirits locked down and like Uprisen suggested having Holy and Water protection is a big advantage (adaman bangles, typhoon ring, elemental + restore/revive/heal, escort/minerva bangle should provide one or the other). The boss itself is weak to Holy so if you have Planet Materia from the crater then the Pearl spell should hit for a tonne of damage compared to Comet, same with physical attackers using elemental combined with restore/revive/alexander. The fight is likely a lot easier with 3 party members but a solo strategy would enable counter-attacks.

Currently going through my first playthrough of the New Threat Mod and I can say that I am loving it. I reached Disc 3 and found myself trying to do the Materia Caves. I found that some of the bosses are quite challenging. I am not complaining as vanilla FF7 was not very challenging but I would like to propose an idea for version 2.0. It would be cool if the new bosses or most bosses have a certain weakness or "cheese".
Spoiler: show
For example, how in vanilla FF7 Ruby weapon can be paralyzed or the blue materia cave boss can be cheesed with Remove.


Also I found a bug where when Tifa is the party leader in Disc 3 and you return to the one room with a save point in Junon where Barret and Tifa are handcuffed, the room next to Rufus's office, there is a visual bug

Currently going through my first playthrough of the New Threat Mod and I can say that I am loving it. I reached Disc 3 and found myself trying to do the Materia Caves. I found that some of the bosses are quite challenging. I am not complaining as vanilla FF7 was not very challenging but I would like to propose an idea for version 2.0. It would be cool if the new bosses or most bosses have a certain weakness or "cheese".
Spoiler: show
For example, how in vanilla FF7 Ruby weapon can be paralyzed or the blue materia cave boss can be cheesed with Remove.


Also I found a bug where when Tifa is the party leader in Disc 3 and you return to the one room with a save point in Junon where Barret and Tifa are handcuffed, the room next to Rufus's office, there is a visual bug

Most bosses should have a weakness or two from what I remember on the elemental/status table; try experimenting with statuses against the Gold and Platinum matches in Extra Battle for instance. I left them vulnerable to statuses that don't exist in their respective games.

Whutever42

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6601 on: 2018-01-20 15:32:24 »
Most bosses should have a weakness or two from what I remember on the elemental/status table; try experimenting with statuses against the Gold and Platinum matches in Extra Battle for instance. I left them vulnerable to statuses that don't exist in their respective games.

Oh ok I wasn't sure if that was the case but I guess I'll have to experiment more. Also I have a question about getting Ultima Weapon. It says it needs Heaven's Cloud and Ragnarok. I got Ragnarok but according to "where is the thing" Heaven's Cloud is a drop from Iron Man. I believe that Iron Man is located at a point of no return so I would like to know how to obtain the Heaven's Cloud. Thank you!  ;)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6602 on: 2018-01-20 15:58:03 »
Oh ok I wasn't sure if that was the case but I guess I'll have to experiment more. Also I have a question about getting Ultima Weapon. It says it needs Heaven's Cloud and Ragnarok. I got Ragnarok but according to "where is the thing" Heaven's Cloud is a drop from Iron Man. I believe that Iron Man is located at a point of no return so I would like to know how to obtain the Heaven's Cloud. Thank you!  ;)

I've added the Iron Man to the left-down path encounters; should be found on the last screen of that route (where Mega-All is obtained in default game/HP-Plus in NT).

Delitta

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6603 on: 2018-01-21 03:32:39 »
Hey sega notices 2 things today that I dont know if they are on purpose

SPOILERS
Spoiler: show
for Battles

When fighting Marlboro he gathers neurotoxins and ur supposed to  give him a status right? I saw on older versions that it actually says like he left out the enuro toxins and does a counter attack or something?
Well  in my case he didnt counter attack at all and It did not indicate that the neuro toxins dissapated or whatever But I guess it was working bcuz I didnt get controlled/defeated, I just spammed Break and he just took chillin like a villain, I imagine it was doing the trick only that the game didnt let me know it was, my party was yuffie, aeris and cloud , Maybe it was yuffies evade on/off message that override it?

The second was that I grabbed vincents limit back on cd 2 and Man the boss from the downleft area was mean(the red behemoth) Well  I wouldnt had been able to take him down if not for vincents Chaos stupid tanky This guy kills me in one shot but Chaos just doesntdie he only took 1 damage  for his attacks and everynow and then chaos regenerated all the HP, is that suppose to happen? I can almost be sure that unless an enemy does dual or manipulates Chaos I could win everyfight with only vincent now as long as he trnsforms. altho Im just not gonna use him anymore if he truly is unkillable bcuz I feel it would be cheating

I am also curious as to how you did or how is one suppose to beat the behemoth the normal way, granted I was using red 13 and aeris  before i switched to Vincent and they arent the tankiest but damn! altho I guess if I had barret and made him super tanky and cover plus sadness maybe that woulda had been a way to deal with it?

« Last Edit: 2018-01-21 05:48:14 by Delitta »

Kryalis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6604 on: 2018-01-21 12:40:32 »
I noticed something when I was playing the Nibelheim flashback, whenever Sephiroth uses an item such as a potion, his model lays flat down on the ground when the animation plays and then immediately gets back up when it's done. I get that he has no item use animation, but think there is anything you can do to fix it? Because it just looks plain out silly.

Oroibahazopi

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6605 on: 2018-01-21 15:02:24 »
Ok....

Anyone got any idea how to survive ultraspark from nemesis on disk 2 before the Junon reactor?
I only have one added effect.

W-Magic resist would work but I have only managed to get one fight where he/she didn't open immediately with ultraspark.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6606 on: 2018-01-21 19:38:21 »
Hey sega notices 2 things today that I dont know if they are on purpose

SPOILERS
Spoiler: show
for Battles

When fighting Marlboro he gathers neurotoxins and ur supposed to  give him a status right? I saw on older versions that it actually says like he left out the enuro toxins and does a counter attack or something?
Well  in my case he didnt counter attack at all and It did not indicate that the neuro toxins dissapated or whatever But I guess it was working bcuz I didnt get controlled/defeated, I just spammed Break and he just took chillin like a villain, I imagine it was doing the trick only that the game didnt let me know it was, my party was yuffie, aeris and cloud , Maybe it was yuffies evade on/off message that override it?

The second was that I grabbed vincents limit back on cd 2 and Man the boss from the downleft area was mean(the red behemoth) Well  I wouldnt had been able to take him down if not for vincents Chaos stupid tanky This guy kills me in one shot but Chaos just doesntdie he only took 1 damage  for his attacks and everynow and then chaos regenerated all the HP, is that suppose to happen? I can almost be sure that unless an enemy does dual or manipulates Chaos I could win everyfight with only vincent now as long as he trnsforms. altho Im just not gonna use him anymore if he truly is unkillable bcuz I feel it would be cheating

I am also curious as to how you did or how is one suppose to beat the behemoth the normal way, granted I was using red 13 and aeris  before i switched to Vincent and they arent the tankiest but damn! altho I guess if I had barret and made him super tanky and cover plus sadness maybe that woulda had been a way to deal with it?



I likely got rid of that mechanic for Abyss because there was no real way of relaying to the player that a status ailment was required to block the ult. The status was Silence if I remember right.

Vincent's innate is to regen HP based on his current MP (not linked to his Limit form). I wasn't aware that Chaos gained a defence boost though, I'll need to look into stat gains on the Limit beasts to see what they are; I didn't account for that in balancing because I didn't know it happened. Nice that it's useful though.

For Tyrant, the trick is to beat him down quickly because his Strength and Magic are like Red XIII's and will slowly rise throughout the fight. Physical defence is the key thing to go with, and I think Shield should block most of his attacks as well.

I noticed something when I was playing the Nibelheim flashback, whenever Sephiroth uses an item such as a potion, his model lays flat down on the ground when the animation plays and then immediately gets back up when it's done. I get that he has no item use animation, but think there is anything you can do to fix it? Because it just looks plain out silly.

I think there was a sephiroth battle model floating around that had a work-around for item use. I could try locating it and the author to get permission to use it or try adding a fix to model myself (but I'll need to study the file structure).

Ok....

Anyone got any idea how to survive ultraspark from nemesis on disk 2 before the Junon reactor?
I only have one added effect.

W-Magic resist would work but I have only managed to get one fight where he/she didn't open immediately with ultraspark.

Sneak Attack with Resist could be an option but you would prob need at least 2 of each with the 3rd party member trying to cover themselves with a Ribbon or similar. If you have Aeris still around then queuing a Lv.3 Limit Planet Protector during any Sneak Attack action would also give your group some early protection.

Frog & Mini are good statuses to use here to reduce his damage down, but I recommend sticking with the item variants to have a better chance of inflicting them (or using the Flash + Added Effect trick for a 100% proc).

Oroibahazopi

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6607 on: 2018-01-21 20:13:21 »
Sneak Attack with Resist could be an option but you would prob need at least 2 of each with the 3rd party member trying to cover themselves with a Ribbon or similar. If you have Aeris still around then queuing a Lv.3 Limit Planet Protector during any Sneak Attack action would also give your group some early protection.

Frog & Mini are good statuses to use here to reduce his damage down, but I recommend sticking with the item variants to have a better chance of inflicting them (or using the Flash + Added Effect trick for a 100% proc).
I'm not familiar with how to sneak attack with limits. Ribbons aren't available? I'm still before the Junon underwater reactor for the huge materia missions.
I got lagomorph to proc every time I cast it, using items sometime causes an ultima counter attack that is basically impossible for me to tank atm.
I learned the hard way that resist prevents peerless (and wall which is annoying since you have to resist right away), is this changed in your mod or was it always like this?
Does inflicting lago cause magic damage to increase? The other basic attack hits like a truck which really the main issue now.

Delitta

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6608 on: 2018-01-22 00:14:20 »
Thanks a lot for answering back bro, yes u can find the status boost in the wikia page, its 100% boost on defense and Mdefense tho, with no HP boost Chaos that is

Oh since I forgot Vincents I assumed it was a past one where he regained MP thorught the battle, both innates are good tho, tho the mp mmust had been too exploitable I guess,

Sega for a FF9 do you have a mod Or do you have oneor 2  in particular that u reccomend?

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6609 on: 2018-01-22 00:18:24 »
Thanks a lot for answering back bro, yes u can find the status boost in the wikia page, its 100% boost on defense and Mdefense tho, with no HP boost Chaos that is

Oh since I forgot Vincents I assumed it was a past one where he regained MP thorught the battle, both innates are good tho, tho the mp mmust had been too exploitable I guess,

Sega for a FF9 do you have a mod Or do you have oneor 2  in particular that u reccomend?

I've not played any FF9 mods, but this should be a good one to start with: http://forums.qhimm.com/index.php?topic=16324.0

Delitta

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6610 on: 2018-01-22 00:28:38 »
Forgot tot tell you that I read the documentation and the items thst u require for the ultimate weapons on the documentation are not the  same ones that the weapon dealer asks of you now, just thought I should let you know

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6611 on: 2018-01-22 00:38:50 »
Forgot tot tell you that I read the documentation and the items thst u require for the ultimate weapons on the documentation are not the  same ones that the weapon dealer asks of you now, just thought I should let you know

I'll amend that before I put the patch up tomorrow.

***

General announcement, the patch is ready to go with fixes and adjustments to balance and scripting but it'll be coming with something new. I've made executable adjustments that bring in the following:

-) Long range flag re-enabled for enemy attacks
-) Poison element can be used if enemy is immune to status
-) Poison ticks are non-elemental
-) Passive exp modified to 100% instead of 50%
-) Sense limit adjusted to 65000 HP instead of 30000 HP
-) Restorative formulas now ignore MBarrier
-) Materia stat bonuses/penalties adjusted
-) Limit Breaks adjusted (effects, base power, etc.)

This should be considered an open beta as some of these changes may need to be changed, particularly the materia stat bonuses depending on how they affect balance. I'll upload the new installer tomorrow. More extensive changes are possible but I don't want to introduce too many changes all at once.

Delitta

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6612 on: 2018-01-22 04:53:51 »
The restorative not taking Mbarrier into account will make the game much easier maybe too much? unless ur materia penalties make up for it in some way, what does passive exp mean?  would the game give us more exp normally?
 if so we didnt need that one. Being able to sense those enemies will/woulda (haha too late now) bring so much joy to my life haha

Maybe think about the game letting us now when a missable fight is near? like the chocobo captain, I didnt fight scorpion in corel and dont have morph either,
I guess the other missable would be in the ancient temples when you fall, Is there another one that I didnt fight?

Hmm or addind a list for the prizes of the phoenix fortress,

You know what I have troubles with, the cursor in fights even when the camera is fixed Sometimes Its so hard for the cursor to select the target/ally u want and I always play on active
Dont think theres anything to be done about that but well Im just saying it

 Thats it I guess, thank you for your time and everything Sega, gnight

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6613 on: 2018-01-22 08:14:57 »
The restorative not taking Mbarrier into account will make the game much easier maybe too much? unless ur materia penalties make up for it in some way, what does passive exp mean?  would the game give us more exp normally?
 if so we didnt need that one. Being able to sense those enemies will/woulda (haha too late now) bring so much joy to my life haha

Maybe think about the game letting us now when a missable fight is near? like the chocobo captain, I didnt fight scorpion in corel and dont have morph either,
I guess the other missable would be in the ancient temples when you fall, Is there another one that I didnt fight?

Hmm or addind a list for the prizes of the phoenix fortress,

You know what I have troubles with, the cursor in fights even when the camera is fixed Sometimes Its so hard for the cursor to select the target/ally u want and I always play on active
Dont think theres anything to be done about that but well Im just saying it

Thats it I guess, thank you for your time and everything Sega, gnight


Restorative piercing MBarrier is a quality of life (QoL) addition that's been requested in the past; before now, the potency of cure magic had been boosted to try and account for the 50% reduction from MBarrier but I can roll that back now.

With Sense, I'm going to look into reducing all random enemy HP below 65000 so they can be Sensed. Bosses would be a bit trickier, but it'll work for longer going into Disc 2 now at least.

The scorpion is no longer in Corel, it was moved to Mt. Nibel so you've fought that. The Nail Bat in the Temple can be bought in Junon later (post-WEAPON attack). I don't know about adding an indicator for secret fights; that's what makes them secret.

Can add a list of Condor prizes I guess but I'll prob need to add a battles fought/won counter as well; a tracker of sorts.

Camera can be a pain in the ass and it's tough to spot instances where it might be awkward when writing up the formation data. If anyone finds a fight where the camera gives them issues, then let me know so I can add it to a list for corrections.

***

Thanks to P.S. for the donation.
« Last Edit: 2018-01-22 14:22:03 by Sega Chief »

Whutever42

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6614 on: 2018-01-22 14:59:02 »
Restorative piercing MBarrier is a quality of life (QoL) addition that's been requested in the past; before now, the potency of cure magic had been boosted to try and account for the 50% reduction from MBarrier but I can roll that back now.

It would be nice to have cure avoid Mbarrier but honestly it would make the game pretty easy. If you can get Aeris with slash-all Materia and a healing rod and the heal ignores Mbarrier would be op because that heal would cost 0 MP. You can get around Mbarrier 50% reduction by using White Wind enemy skill.

Kryalis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6615 on: 2018-01-22 22:06:01 »
How hard is it modding FFVII? Like for adding new scenes and adding new enemies or creating battle allies?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6616 on: 2018-01-22 22:34:44 »
How hard is it modding FFVII? Like for adding new scenes and adding new enemies or creating battle allies?

From my experiences as an absolute beginner with no coding background when I started, some things were OK but other things were like a brick-wall and seemed impossible for a long time. When developing NT I had zero field event edits until I reached Forgotten City and decided it'd be a neat curve-ball to keep Aeris around; that pushed me to study and learn the logic of field events and with practice & familiarity that opened the door to make more complex events and edits down the line.

AI was tough for a long time as well. It's best to learn from what's already there, and think of the field events and the enemies as 'examples' of how to do particular things. If you want an enemy to react to certain attacks, then you think of an enemy in default FF7 that already does this (Emerald Weapon reacts to Bahamut summons for instance) and look at the AI code for it. If you want an enemy that gains physical/magical immunity depending on what you attacked with last, then you can check out Jersey in Shinra Mansion, etc. You learn by looking at what's already there.

But later you'll be wanting to do things that weren't in the original game. That's when you need to put what you've learned to the test and try to problem-solve a solution for what you want to create. Sometimes you'll need to leave it until later, or there'll be bugs in it that you can't quite pinpoint, but if you put the time in then it'll all eventually work out.

One obstacle is that the tools are quite old, so they need old file dependencies that aren't packaged with Windows.NET anymore. I recommend grabbing and installing Visual Basic Powerpack 3 and any missing .DLL or .OCX files should be googled, downloaded, and registered: https://kb.blackbaud.co.uk/articles/Article/48280

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6617 on: 2018-01-23 02:18:43 »
- XP Gain seemed to be massive towards the end of the game, I went from level 60-80 odd without breaking a sweat, Seemed to level every battle post Gaea's Cliff, Not sure if this needs to be looked at or if its what you were going for.

- Physical/Magical power balance fell off completely late game, Anything post Gaea's Cliff my Physicals capped out at around 1200 damage on my strongest attackers, whilst my magic could consistently hit for 5000+, I ofc read the documentation you wanted magic to be more of a longer time spent and MP use = more power but physicals became pretty much useless in the crater. This was amplified by the massive AP gain and Planet being extremely easy to master, With Added Cut my spell would hit for 4000+ and the physical for around 500 in the front row, it just seems off. Midgar Raid onwards the most efficient strategy was just to load Planet=MP Turbo on each character, Magic Counter=Comet 2 on one and just spam spells and Turbo Ethers. Physicals were next to useless, Im unsure how the endgame content and new weapons will amend this but for the storyline enemies magic is extremely unbalanced late game, in my opinion. Through Disc 1/Early Disc 2 though balancing was spot on, a level 2 spell hitting for 500 odd and a physical for 250 odd seemed perfect through the Gold Saucer-Nibelheim segment.

Glad that finally someone else have the same observations as mine.

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6618 on: 2018-01-24 00:54:00 »
I don't know that I feel the same way about physical attacks, I've got Cid Deathblow+Added Cutting his way through dudes. Smart weapon elementals makes him fantastic, because he tends to crit so often anyway.

My party as I near the endgame is Cloud, Vincent, and Cid, with Vincent being loaded down for bear magically, Cid being my physical attacker and tank, and Cloud inflicting status with his physicals and buffing the team. It's a good setup!

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6619 on: 2018-01-24 02:28:48 »
All right, so the new installer is ready but as there's now a dependency between the core files and the modified .exe, I need to make sure that the executable part of the patch is functioning.

So before installing this, make sure you take the following steps:
1) Make a back-up of your .exe (ff7.exe and ff7_en.exe)
2) Make a back-up of your data folder (specifically the battle, field, lang-en, and kernel folders if space is an issue)

I may also need to get info on offset differences between the languages for the executable. Hopefully they're the same but I'll need to make amendments if they're different to support french, spanish, and german. I'll need to take the spanish translation of NT as well and update it manually with the adjustments.

Let me know of any issues that occur with installation or with the mod itself (if anything seems off or busted):

The installer:
http://www.mediafire.com/file/pqs2cad7apjpils/NT_1.5_Build_-_24th_January_2018.zip

In addition to the changes listed earlier, Sources were changed to give +5 per use rather than +1 to reduce the amount of button presses required when powering up your characters. In a later build, the points will be added automatically pending the release of DLPB's .DLL that introduces savemap-editing OpCodes.

The documentation has also been updated and an FAQ added; all the files will be posted on the front page as well as separate downloads.

Chronoseth

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6620 on: 2018-01-24 05:22:25 »
Immediately ran into a problem: potions are taking away 56 HP in the menu, and Ethers are taking away 6 MP. They work fine in battle.

Edit: Hi-Potions have the same sort of bug too.
« Last Edit: 2018-01-24 05:43:54 by Chronoseth »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6621 on: 2018-01-24 14:13:19 »
Immediately ran into a problem: potions are taking away 56 HP in the menu, and Ethers are taking away 6 MP. They work fine in battle.

Edit: Hi-Potions have the same sort of bug too.

The assembly insert must have been wrong for the restorative items in Menu; I can sort it when I get back from work later tonight. If you find any other issues let me know so I can catch them all together.

Whutever42

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6622 on: 2018-01-24 15:18:15 »
The documentation has also been updated and an FAQ added; all the files will be posted on the front page as well as separate downloads.

This is awesome because for farming for Ultimate Weapons and enemy skills I really use the documentation. Thank you for updating it! :) ;)

heretic667

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6623 on: 2018-01-24 21:20:01 »
Would New Threat 1.5 and the Beacause re-translation mods be compatible?  What where it fit into the 7th Heaven load order?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #6624 on: 2018-01-24 22:42:44 »
Would New Threat 1.5 and the Beacause re-translation mods be compatible?  What where it fit into the 7th Heaven load order?

I don't think they are compatible I'm afraid.

***

So I ran some tests on the executable. The potion amount was even more limited than I thought, taking a max of 127 rather than 255 but I just tested using a jump to expand it slightly and got it to take the intended value of 300 so Potions will be going back up from 200 to 300 now (same with Ethers).

The Source problem seems a bit more complex. Power and Mind sources seem to be passed in differently than the others (or I've gotten the wrong address, but nothing close by matches what's used for the other sources).

Edit: Fixed the source problem with Power & Mind; changing it to use the whole eax register seems to sort it out but I'll do some extra tests first.
« Last Edit: 2018-01-24 23:30:13 by Sega Chief »