Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 1458740 times)

Jcdarden

  • Fast newbie
  • *
  • Posts: 5
  • Karma: 0
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7175 on: 2018-08-05 20:56:57 »
After clearing the 3 Junon Leagues, I went back and talked to the soldier that registers you for the league. When he asked which league I wanted to pick, I selected "cancel" and it caused a softlock.

Also, I was fighting Carmine Weapon without the Underwater Materia. I beat it, but as the victory fanfare played and my characters did the victory poses, the timer hit zero and I got a game over. When I reloaded the save file, I was back at the world map by the sub, but the experience screen and item screen with the earth harp and gil appeared and I couldn't interact with them.

And is there an updated version of the "where is the thing" guide? I'm trying to find all the ultimate weapon materials and I assume the list provided can't be right because I found some of the things before the crater, which is where they're listed as existing.
« Last Edit: 2018-08-05 22:42:33 by Jcdarden »

cjmstate

  • Fast newbie
  • *
  • Posts: 12
  • Karma: 0
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7176 on: 2018-08-06 01:04:39 »
Hello - just started your mod and really enjoyed it so far. Problem is I just got to Red 13 and noticed he does not have E. Skill equipped. I think this may be because I didn't switch the mod on in 7H until after the first sector bombing. Is there anyway to get reset it so that it works properly going forward or do I need to restart the entire game?

Sega Chief

  • Moderator
  • No life
  • *
  • Posts: 2725
  • Karma: 160
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7177 on: 2018-08-06 02:42:57 »
the amount of weight in the  stats from ranking up is extremly high imo, and taking away alot of meaning in weapon choice, I think this could be an area to take a look at

The issue I ran into with Strength is that the range to work within can get very cramped compared to Magic, which has no weapon modifier to consider (except for magic bonus on certain weapons but this typically doesn't exceed 30). Strength has to be split between:

-) Weapon
-) Character's base stat
-) Lower/Upper ceiling of Rank-Up boost
-) Armour
-) Accessory
-) Materia
-) Innate (if applicable)

One thing I could do is separate the Weapon strength from character strength and have this be used in the physical damage formula on its own; that way, a weapon with higher base power will always be better than a weapon with lower base power in the event that the stat approaches its cap of 255.

As for redistribution, it depends. Having a new character development system, I wanted it to be worthwhile and it was replacing stats from levels so it needed to be significant. Moving the stat boosts more onto the equipment is just as viable (and could potentially be better, depending on how it is implemented).

After clearing the 3 Junon Leagues, I went back and talked to the soldier that registers you for the league. When he asked which league I wanted to pick, I selected "cancel" and it caused a softlock.

Also, I was fighting Carmine Weapon without the Underwater Materia. I beat it, but as the victory fanfare played and my characters did the victory poses, the timer hit zero and I got a game over. When I reloaded the save file, I was back at the world map by the sub, but the experience screen and item screen with the earth harp and gil appeared and I couldn't interact with them.

And is there an updated version of the "where is the thing" guide? I'm trying to find all the ultimate weapon materials and I assume the list provided can't be right because I found some of the things before the crater, which is where they're listed as existing.

I had a fix implemented for the menu when I updated the installer/IRO and hotfixes; are you on the latest version? Let me know if you are, as I'll need to re-attempt a fix.

What you ran into with carmine was a rare(ish) glitch that exists in the original game and has to do with the way the game handles memory: http://finalfantasy.wikia.com/wiki/Emerald_Weapon_countdown_glitch
Some interesting effects can be achieved with the glitch, but it can be dangerous. There's a video on that wiki page showing some of them.

I added some of the weapons to drop outside of the crater earlier, but copies of them are still acquired from Crater enemies by drop and steal; for the steal though you'll need a sneak glove equipped which can be obtained from Wall Market as before.

Hello - just started your mod and really enjoyed it so far. Problem is I just got to Red 13 and noticed he does not have E. Skill equipped. I think this may be because I didn't switch the mod on in 7H until after the first sector bombing. Is there anyway to get reset it so that it works properly going forward or do I need to restart the entire game?

You'll be missing more than that, the kernel initialises the 'starting state' of the game's characters such as their stats, equipment, etc. Tifa is supposed to join with Cover Materia, Aeris with Barrier, Heal, Earth, and Revive, Red with E.Skill, elemental, and Demi. Barret, Tifa, and Aeris will likely have joined with triple AP weapons equipped as well, because I converted their original starting weapon into one (they each have an extra weapon tier that's behind Buster Sword).

When playing a mod for the first time, it's important to always start from a new game.

As for your options now, I would recommend using a save editor to add/change the equipment and stats of your characters to get back on track. Black Chocobo save editor is the best one to use, but as a precaution make a back-up of your save files before doing anything.

Using default weapon names as these are how the save editor lists them
Code: [Select]
Cloud
STR: 43
VIT: 28
MAG: 27
SPR: 32
DEX: 16
LCK:14

Barret
STR 45
VIT 43
MAG 9
SPR 37
DEX 8
LCK 12

Starts with Assault Gun (remove Gatling Gun from inventory)

Tifa
STR 47
VIT 12
MAG 23
SPR 18
DEX 32
LCK 9

Materia: Cover
Starts with Metal Knuckle (remove Leather Glove from inventory)

Aeris
STR 22
VIT 11
MAG 47
SPR 22
DEX 32
LCK 25

Materia: Barrier, All, Earth, Revive, Heal
Starts with Mythril Rod (remove Guard Stick from inventory)

Red
STR 35
VIT 27
MAG 32
SPR 25
DEX 35
LCK 12

Materia: Destruct, Gravity, Elemental, Enemy Skill
Same equipment as default game

Yuffie
STR 37
VIT 8
MAG 38
SPR 11
DEX 50
LCK 12

Materia: Throw, Added Effect, Exit, Time, Enemy Away

Cait & Vincent - initialised in .EXE so no worries about these guys

Cid
STR 50
VIT 34
MAG 12
SPR 10
DEX 11
LCK 90

No materia, default equipment
« Last Edit: 2018-08-06 02:44:31 by Sega Chief »

cjmstate

  • Fast newbie
  • *
  • Posts: 12
  • Karma: 0
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7178 on: 2018-08-07 01:50:16 »
Appreciate the reply, Sega. I may just start over since I wasn't too far. Good to know going forward. I thought I had actually started with NT but apparently misclicked early on. Bah :(

SerathDarklands

  • Newbie
  • *
  • Posts: 2
  • Karma: -1
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7179 on: 2018-08-12 21:31:02 »
Hey, quick question:

Other than manually deleting the patched files, uninstalling FF7, and re-installing FF7, is there a way to uninstall the mod?

I played it, and it was great, but I'd like to go back and play the original, vanilla game again.

I have the Steam version, if that makes any difference.

Thanks in advance.

cjmstate

  • Fast newbie
  • *
  • Posts: 12
  • Karma: 0
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7180 on: 2018-08-12 23:36:52 »
Sorry to bother - but where is the long range materia in this mod? I remember there being a different materia in its place way back at those caves and haven't seen it since.

kamek523

  • Fast newbie
  • *
  • Posts: 5
  • Karma: 0
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7181 on: 2018-08-12 23:40:23 »
Where is the Alpha enemy skill? I've done almost all of the optional content including the enemies that Proud Clod says has it, but none of them used it.

UpRisen

  • Crazy poster
  • *
  • Posts: 103
  • Karma: 6
  • Again...Again... AVALANCHE is born again!
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7182 on: 2018-08-13 11:21:14 »
Other than manually deleting the patched files, uninstalling FF7, and re-installing FF7, is there a way to uninstall the mod?

You will have to delete and reinstall if you failed to make a back up.If you did make a back up of your data folder and ff7 exe then just put the backups back into their location and it will be good to go. Heres what was written in the install directions on the main post

Quote
Installation is relatively straight-forward and covered in the linked video:
1) Download the patcher
2) Extract the patcher
3) Locate the Data folder inside the FF7 folder; make a backup of this folder.
4) Run the patcher as admin and specify the game's 'Data' folder for installation.
5) Run the game and select New Game; a message should appear confirming NT installation


Sorry to bother - but where is the long range materia in this mod? I remember there being a different materia in its place way back at those caves and haven't seen it since.

The long range materia is a reward for doing a side quest that ill post in spoiler
Spoiler: show
 Turning in the earth harp, desert rose and guide book to the old man in Kalm  is different in NT, just get those and turn them in to him.



Where is the Alpha enemy skill? I've done almost all of the optional content including the enemies that Proud Clod says has it, but none of them used it.

If you are using the most up to date version of the mod then Alpha has been replaced by Transfusion. If you are using an older version it can be obtained from the Zolom.
« Last Edit: 2018-08-13 11:25:44 by UpRisen »

kamek523

  • Fast newbie
  • *
  • Posts: 5
  • Karma: 0
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7183 on: 2018-08-13 13:42:31 »
I'm using the most up to date version. Alpha Zolom has Beta. Proud Clod says Masked Man and Death Dealer have Alpha, but they never used it and I waited a long long time and even checked if it was triggered by limit breaks.

Proud Clod says "Transfusion" does not exist on any enemy, but I tried anyway. Death Dealers are immune to Manipulate. I tried that for several minutes with HypnoCrown equipped.

Just to be sure, I am using the 17th July 2018 build taken from this thread. I'm using the included .exe on the steam version with no other mods. Everything else has worked perfectly from start to finish with 0 bugs.

Sega Chief

  • Moderator
  • No life
  • *
  • Posts: 2725
  • Karma: 160
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7184 on: 2018-08-13 16:52:42 »
Hey, quick question:

Other than manually deleting the patched files, uninstalling FF7, and re-installing FF7, is there a way to uninstall the mod?

I played it, and it was great, but I'd like to go back and play the original, vanilla game again.

I have the Steam version, if that makes any difference.

Thanks in advance.

Rather than reinstall, if you go into steam library and right-click FF7, select properties, then the Local Files tab. Should be an option there called 'verify the integrity of game files'; that'll revert FF7 to default by replacing the altered files (saves a fair bit on redownload/reinstall as NT only affects about 200mb or so of the game files).

In future though, to avoid having to download files you can either make a copy of the game's data folder or specifically the battle.lgp, scene.bin, kernel.bin, kernel2.bin, flevel.lgp, and char.lgp which are located in the battle, lang-en/battle, lang-en/kernel, and field folders respectively (inside data folder). It's generally less of a headache though (but more storage space) to just have a copy of the entire data folder you can swap to otherwise you need to rename multiple files.

I'm using the most up to date version. Alpha Zolom has Beta. Proud Clod says Masked Man and Death Dealer have Alpha, but they never used it and I waited a long long time and even checked if it was triggered by limit breaks.

Proud Clod says "Transfusion" does not exist on any enemy, but I tried anyway. Death Dealers are immune to Manipulate. I tried that for several minutes with HypnoCrown equipped.

I'll check to see who uses it and whether they can actually use it or not.

SerathDarklands

  • Newbie
  • *
  • Posts: 2
  • Karma: -1
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7185 on: 2018-08-13 20:32:29 »
Rather than reinstall, if you go into steam library and right-click FF7, select properties, then the Local Files tab. Should be an option there called 'verify the integrity of game files'; that'll revert FF7 to default by replacing the altered files (saves a fair bit on redownload/reinstall as NT only affects about 200mb or so of the game files).

In future though, to avoid having to download files you can either make a copy of the game's data folder or specifically the battle.lgp, scene.bin, kernel.bin, kernel2.bin, flevel.lgp, and char.lgp which are located in the battle, lang-en/battle, lang-en/kernel, and field folders respectively (inside data folder). It's generally less of a headache though (but more storage space) to just have a copy of the entire data folder you can swap to otherwise you need to rename multiple files.

I'll check to see who uses it and whether they can actually use it or not.

Hey, thanks a lot! Also, I loved the secret dance party at the end. Very funny stuff.