Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 2454252 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8900 on: 2020-02-01 18:21:08 »
Awesome work. One thing about Cloud’s innate. I remember reading that he gets +50 STR/MAG when a Limit is used, and then that boost slowly deteriorates over time. Is that not the case anymore?

Should still be that way for the time being. Might be lower than 50 though, probably 30.

Thanks =) I'm also positive that you've been asked many times to add a Warp to Highwind feature to save points. Is it possible and if not, why?

Anyway I just finished my second playthrough of this mod - last time was in 2018. The things I noticed and mentioned here back then are long gone now. No major glitches this time around spare my bringing a sneak attack + barrier into the final fight made the game softlock, neither me or Sephiroth were allowed to get a turn.

Was surprised to see that you removed quite a few bosses (
Spoiler: show
Dark Cave Proud Clod, Dark Cave Bottomswell, King Bub, Master Materia, Jenova & Sephiroth,  probably more that I can't remember right now
) but I'm sure that you had good reasons.

A warp doesn't really seem necessary in most cases; you're usually only 2-3 screens away from the world map. A few areas are 'deep' enough to warrant it. North Crater is a good case, and it has one currently.

When dealing with a sidequest you're probably going to benefit from a warp. These areas are fairly deep: Mt Nibel (depending on which entrance was used), Cave of the Gi, Great Glacier, Gold Saucer, maybe some others. I'll think about adding it where it might be beneficial.

I want to make the Final Battle vanilla again, but I think I've knocked something out of whack (maybe the formation AI?) I'll have it sorted out in the 2.0 release.

Lot of NT enemies/bosses were removed over the years; they still sit in the files but are unused. By my count there were 141 models added altogether, about 3/4s of which are still used. There will be cuts from 2.0 again, but also some new additions. But overall there will be less again.

This is a great job. Thanks a ton. Can I suggest that, instead of using a spreadsheet, it would be better to just use a github gist and use markdown for the file? It would make read, access and update the file so much better/easier. I can help with that, just drop me a DM.

Thanks again for the hard work.

How would that work? Is it the spreadsheet that goes into the gist or the mod files themselves?

Anyways, posting the spreadsheet that Karsh made onto the front page.

Cyborgic

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8901 on: 2020-02-02 09:03:34 »
A warp doesn't really seem necessary in most cases; you're usually only 2-3 screens away from the world map. A few areas are 'deep' enough to warrant it. North Crater is a good case, and it has one currently.

When dealing with a sidequest you're probably going to benefit from a warp. These areas are fairly deep: Mt Nibel (depending on which entrance was used), Cave of the Gi, Great Glacier, Gold Saucer, maybe some others. I'll think about adding it where it might be beneficial.

I want to make the Final Battle vanilla again, but I think I've knocked something out of whack (maybe the formation AI?) I'll have it sorted out in the 2.0 release.

Lot of NT enemies/bosses were removed over the years; they still sit in the files but are unused. By my count there were 141 models added altogether, about 3/4s of which are still used. There will be cuts from 2.0 again, but also some new additions. But overall there will be less again.
Great glacier definitely is one such spot. I considered going there to see if you'd made Gaea's cliff revisitable, but realized how much walking I'd have to do and skipped it. Although now that I think more about a warp like this, you could possibly lose your colored chocobo by using it.

Fwiw I had the Hero's medal going into the final bosses. I can't remember whether having it would change the final battle into vanilla or add the other boss.

So long as you don't remove Lich GT, I'll be happy. One of the most fun final fantasy bosses I've played, period.

Zantetzulken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8902 on: 2020-02-02 16:23:34 »
Hello i have a problem after saving Aerith after Jenova decay i think it was  when after revive her clouds gets out of the room and screen whent black and music hangs and nothing happens more then i have to force my self to logg out of windows 10 i have a the leggit win 98 and also i have lastes stand alone new threat never ha any problems before but since i have trubble donwload form 7th heaven mod maneger for a cupel of days i decided to do it with out any grapichal mods  how ever barrets whole barres face is white  and get out of sync musik in videos ect dont know whats happending never had this problems before but thats when i used 7th heaven mod maneger tho :Pbtw have done everything  in install tutorial cen removed  ff 7 in registery provided with bat-file in this site

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8903 on: 2020-02-03 08:37:36 »
Hello i have a problem after saving Aerith after Jenova decay i think it was  when after revive her clouds gets out of the room and screen whent black and music hangs and nothing happens more then i have to force my self to logg out of windows 10 i have a the leggit win 98 and also i have lastes stand alone new threat never ha any problems before but since i have trubble donwload form 7th heaven mod maneger for a cupel of days i decided to do it with out any grapichal mods  how ever barrets whole barres face is white  and get out of sync musik in videos ect dont know whats happending never had this problems before but thats when i used 7th heaven mod maneger tho :Pbtw have done everything  in install tutorial cen removed  ff 7 in registery provided with bat-file in this site

It sounds like something is broken with the way the game itself has been set up if you're getting audio desynch during FMVs and failed texture loads. If using the 1998 version from a clean install off the discs (it should always be a max install when prompted during set-up), then you need to manually install Aali's OpenGL graphics driver to make it properly functional. The Game Converter step of the 7h installation tutorial also installs this driver; if you're able to install 7h successfully then you can run the game from ff7.exe directly without the 7h launcher for a '1998' game.

Zantetzulken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8904 on: 2020-02-03 10:09:01 »
iv tyred that to but now iam going back to  7th heaven istead see if thats helps  thx for heads up anyways :) great mod btw Sega one of the best ones imo hope we will see more ones like this ;)

Zantetzulken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8905 on: 2020-02-03 12:33:36 »
anyways IRO seams done the trick :)

rafaelzo

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8906 on: 2020-02-08 01:00:58 »
Hey guys. Im havinf some issues here.
Maybe this was already been asked but I can not find about my doubt in Any pages that Ive read so far.
How can I install NT with the New R06 custom mod tool? I already downloaded the nt iro and unpacked it, added it to the Folder" Custom" and changed the settings at The Reunion config file, but the mod doesnt seem to load. I dont know what files I should add there, I know in fact that everymod with the custom folder will be the first priority.
Please gib help


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Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8907 on: 2020-02-08 18:10:10 »
I put one together:

https://mega.nz/#!Ht9QjKSL!34F_tmDJmhP9Non-e7YVN4MHy-bGQbRgvse4LPz850U

Put that into the CUSTOM folder, and update your Options.cfg:
[CUSTOM]
Mod_ID = New_Threat_Final

rafaelzo

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8908 on: 2020-02-09 00:11:34 »
I put one together:

https://mega.nz/#!Ht9QjKSL!34F_tmDJmhP9Non-e7YVN4MHy-bGQbRgvse4LPz850U

Put that into the CUSTOM folder, and update your Options.cfg:
[CUSTOM]
Mod_ID = New_Threat_Final
Thanks!! That worked like a charm. Now I have another issue, is ir possible to play with the New Translation from R06 and NT? I tried to merge both flevel.lgp but zero results. If I try to use Translation flevel.lgp theres no nt and vice versa


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Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8909 on: 2020-02-09 01:03:58 »
There isn't; Text and Game Script are stored within the same section of the flevel as well which means there's no simple way of doing it currently.

Ashiel

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Modding the Mod?
« Reply #8910 on: 2020-02-09 05:49:06 »
I wanted to make some mods to FF7, mostly out of experimentation or tweaking things for my own purposes, but think that New Threat already has so much I like that I'd really like to toy with modding a new threat rather than starting from scratch. I mostly wanted to make adjustments to some things like weapons/armor, starting equipment, shops, etc. (wallmarket and whitechocobo type stuff), and figured I could probably find the kernals inside the .iro files, but when I unpacked them to edit them, I noticed there were no such files (only the scene.bins and a lot of hex-based text files).

Any advice on how to make simple mods to work with this amazing overhaul mod?  :D

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8911 on: 2020-02-09 14:17:11 »
I wanted to make some mods to FF7, mostly out of experimentation or tweaking things for my own purposes, but think that New Threat already has so much I like that I'd really like to toy with modding a new threat rather than starting from scratch. I mostly wanted to make adjustments to some things like weapons/armor, starting equipment, shops, etc. (wallmarket and whitechocobo type stuff), and figured I could probably find the kernals inside the .iro files, but when I unpacked them to edit them, I noticed there were no such files (only the scene.bins and a lot of hex-based text files).

Any advice on how to make simple mods to work with this amazing overhaul mod?  :D

Feel free to use NT as a base to make your own mod. When unpacking the IRO, there should be a Kernel file in there; the only thing that can't be used is the flevel as this is chunked. I have actually made a tool that can recompile the flevel, but it requires all 9 chunks presently which NT doesn't use (because it only affects certain chunks in the flevel).

Your best bet for a full set of files is to instead make a copy of your Data folder in the FF7 folder and then install NT through its Main Installer. That'll get you all the files you need: scene.bin (enemy data), kernel.bin (character data), kernel2.bin (text strings for character data), flevel.lgp (field script), battle.lgp (battle models), char.lgp (field models).

The .EXEs will also be patched, meaning they'll have NT changes when you modify them in Libre (Limit Break editor) and White Chocobo (shops). NT has no shop edits made, so these are still default values.

Kade

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8912 on: 2020-02-09 17:38:35 »
Just have to say this mod is amazing. I've only just gotten to Junon, but so far I'm definitely loving it. The clean up of the dialog/translation has been great and the level of difficulty has been extremely fun so far. Not so hard that I'm pulling my hair out (I'll leave that for the 2nd playthrough on Arrange :P) but hard enough to keep me on my toes and keep battles interesting. Fantastic work! :)

Ashiel

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8913 on: 2020-02-10 00:07:33 »
Feel free to use NT as a base to make your own mod. When unpacking the IRO, there should be a Kernel file in there; the only thing that can't be used is the flevel as this is chunked. I have actually made a tool that can recompile the flevel, but it requires all 9 chunks presently which NT doesn't use (because it only affects certain chunks in the flevel).

Your best bet for a full set of files is to instead make a copy of your Data folder in the FF7 folder and then install NT through its Main Installer. That'll get you all the files you need: scene.bin (enemy data), kernel.bin (character data), kernel2.bin (text strings for character data), flevel.lgp (field script), battle.lgp (battle models), char.lgp (field models).

The .EXEs will also be patched, meaning they'll have NT changes when you modify them in Libre (Limit Break editor) and White Chocobo (shops). NT has no shop edits made, so these are still default values.
Thank you so much! In hindsight, I feel silly not thinking to install it directly to FF7 before trying to mod it.  :P

I have to concur with Kade as well. I've very much been enjoying this so far. Thank you again for this amazing mod and the incredible work you have put into it.   ;D

brian03

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8914 on: 2020-02-10 15:59:46 »
Hello!

I applied the new threat patch to the steam version of FF7.  Everything appears to work, but I'm unable to create a save file.  I receive the "not enough space left on the save data file" error.  Additionally, my R1, R2, L1, L2 buttons don't seem to map correctly, but that's obviously a smaller issue.

I receive the error regardless of cloud saves being enabled/disabled and I'm running the launcher and exe file in administrator mode.  Any pointers?  I really want to play this mod.  Thanks!!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8915 on: 2020-02-10 20:36:32 »
Hello!

I applied the new threat patch to the steam version of FF7.  Everything appears to work, but I'm unable to create a save file.  I receive the "not enough space left on the save data file" error.  Additionally, my R1, R2, L1, L2 buttons don't seem to map correctly, but that's obviously a smaller issue.

I receive the error regardless of cloud saves being enabled/disabled and I'm running the launcher and exe file in administrator mode.  Any pointers?  I really want to play this mod.  Thanks!!

I've never heard of that happening before. If you have the Steam version, then running as admin shouldn't be necessary (might be worth trying the game with that off). What's your OS and storage look like? Do you have something like multiple terabytes? Older games can sometimes overflow when checking memory for space as the values get too high (especially if it measures it in bytes).

Kade

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8916 on: 2020-02-10 22:15:33 »
Hello!

I applied the new threat patch to the steam version of FF7.  Everything appears to work, but I'm unable to create a save file.  I receive the "not enough space left on the save data file" error.  Additionally, my R1, R2, L1, L2 buttons don't seem to map correctly, but that's obviously a smaller issue.

I receive the error regardless of cloud saves being enabled/disabled and I'm running the launcher and exe file in administrator mode.  Any pointers?  I really want to play this mod.  Thanks!!

I'll let other more knowledgeable people help with the save file issue, but as far as the button mapping, what type of controller are you using and are using Steam for mapping or another program like DS4Windows? Does it just not respond when trying to map things in-game to the shoulder buttons?

I'm personally using DS4Windows instead of Steam with my PS4 controller, as it's the only way I was personally able to get both the Dpad and left stick to both work. I've never been able to get it to recognize L2/R2 buttons inputs on any controller I've tried. It will recognize L3/R3 (pressing the left or right control stick) so I just remapped those to L2 and R2 in DS4.

brian03

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8917 on: 2020-02-10 22:43:33 »
Thanks for the reply. 

Just took of administrator mode & nothing changed.

Running Windows 10, 20 gb free on my boot drive (where saves are stored) and 500 gb free on game drive.

Vanilla version of the game saved without a problem.  I've tried reinstalled and patching but to no avail. 

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8918 on: 2020-02-10 23:58:19 »
Thanks for the reply. 

Just took of administrator mode & nothing changed.

Running Windows 10, 20 gb free on my boot drive (where saves are stored) and 500 gb free on game drive.

Vanilla version of the game saved without a problem.  I've tried reinstalled and patching but to no avail. 

I'll guess it's the .exe being patched by the installer running afoul of something, perhaps it can't write to the boot drive if it's protected and the patched .exe isn't fully cleared with the system.

Try this; uninstall and then reinstall the game in a non-protected folder outside of the default location Steam usually installs games to if it isn't already. Take a backup of your default .exe (ff7_en.exe for steam). Apply the NT installer (in admin mode).

To test this, take the patched NT ff7_en.exe out and put the default one back in. The mod can run without its .exe component as it doesn't contain required data (it's Limit Breaks, a few QoLs like Sense Limit expanded, and Materia equip bonuses). If the game allows saving through this .exe then we can assume it was the patched NT .exe being blocked from writing to the boot drive. It's maybe changed for Windows 10, but if you right-click into the patched .exe's property and see a 'unblock' button then that can do the trick; otherwise it might need to be cleared with antivirus by setting up an exception. If all else fails, the .exe can be left out and a default one used instead.

As for free space, I was meaning the total size of the drive being a potential cause, which the game would probably use to calculate the remaining free space. If the game is using a small enough value to store this then it might encounter problems if it overflowed into negative values. But I don't think I've heard of an issue like that affecting anyone so it's unlikely to be this. It'll probably be the .exe as that handles the read/write for save files.

coredumperror

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8919 on: 2020-02-11 08:28:00 »
Apologies if t his has been discussed before, but I am quite perturbed and have no idea how to proceed.

I'm using New Threat with 7th Heaven, and have the following mod install order:
Miscellaneous - Dynamic Cloud Weapons
Miscellaneous - Jessie Mod
Miscellaneous - Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Enemies
Remako HD Graphics Mod v1.0 - Battle Textures (battle)
Field Models - Main Characters
Field Models - Non-Player Characters
FF7 NT IRO
Remako HD Graphics Mod v1.0 - Pre-Rendered Backgrounds (field + char + minigames)
Menu - Avatars and Backdrops
Minigames Collection
Spell Textures
World Models - Characters
World Models - Enemies
World Models - Vehicles

Unfortunately, as soon as this scene (https://imgur.com/rkX82Kf) happens, things start going wrong in very strange ways. Notice the bizarre text box. That's the second broken one (the first belongs to Jessie), and the rest of the boxes in this scene in the elevator are broken in similar ways.

I don't know if any more text boxes are also broken, because I've never gotten to the next dialog after the elevator, because the other bug has giving me multiple game overs. The second encounter in the zone after the elevator has twice been a super high level monster that one-shotted all my characters. One battle was in the Rocket Town background against something I didn't recognize, while the other seemed to be in a warehouse of some sort, against a guy named Zangan, I think.

Since this happens before I reach the first save point, and it takes a solid 10 minutes to go from "NEW GAME" to this scene, it's pretty annoying... lol

Aaaaand while I was writing this post, I decided to try a hunch I had, just in case. I disabled the Jessie Mod from 7H, and yup, that fixed it. No more broken dialog, no more incorrect spawns.

Which means this is probably a well-known issue. But even if it's not, perhaps a note in the original post about this wouldn't be amiss? I just blew well over an hour trying to figure this out. :(

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8920 on: 2020-02-11 10:45:57 »
So here's a debrief on it.

The Jessie mod was released with a 'chunk' in its files that overwrites the encounter tables and makes them default. As this mod doesn't actually alter the encounters at all, it's an unnecessary inclusion that breaks NT's modified encounter table. So I made a version of the Jessie mod with this chunk removed, but the incompatible one is still in circulation.

Fixed Jessie Mod:
http://www.mediafire.com/file/825mu1w33g83ruh/Jessie_IRO_Compatability_Patched.iro/file

Import that via 7h's library tab and use it instead. I think I'll post this on the front page of the NT thread cause this comes up a lot. One thing to note though, the dialog boxes are broken in the jessie mod even with no other mods installed because I guess Grimmy forgot to resize the boxes when he altered dialogue in there. I can't recall if I corrected them or not in that adjusted IRO.

matiasperalta

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8921 on: 2020-02-12 00:15:23 »
No, it's not normal. What's happened is that the wrong encounters are being loaded. This is either due to the kernel not being patched properly (symptom of a bad 7th heaven install) or another mod has changed the encounter table in the fields. If you're using 7H could you tell me what other mods are on?


Im having the same issue. I'm pretty lost about the order of the mods, because there are new ones and I don't know where to place them. Could you help me?

lovethatfinalfantasy

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8922 on: 2020-02-12 03:33:00 »
this mod is fantastic, love your work. my only question is, im guessing it's not possible for a PSX version due to the sheer amount of work you've put in? do you happen to know of any PSX FF7 mods that hold a candle to this? seems like the only thing close is Lost Wing

cheers and thanks again.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8923 on: 2020-02-12 08:56:28 »

Im having the same issue. I'm pretty lost about the order of the mods, because there are new ones and I don't know where to place them. Could you help me?

The following are incompatible:
-) Beacause (changes fields)
-) Jessie Mod (unless you use the patched one I've linked on first page of this thread)
-) Any other gameplay-type mod (tweaks and cheats may be OK)

It's best to stick to graphical-only mods when using NT. Anything that changes text is out because it all lives in the same files as the field event scripts.

Mod load order is done by type:
Miscellaneous - Dynamic Cloud Weapons
Miscellaneous - Jessie Mod
Miscellaneous - Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Characters
Battle Models - Enemies
Battle Textures
Field Models - Main Characters
Field Models - Non-Player Characters
Field Textures - Omzy/satsuki/yarLson
Gameplay - Difficulty and Story
Gameplay - Tweaks and Cheats
Media - Movies
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames - Chocobo Race
Minigames - Coaster
Minigames - Fort Condor
Minigames - Motorbike Chase
Minigames - Wonder Square
Spell Textures
The Reunion - Beacause and Menu Overhaul
World Models - Characters
World Models - Enemies
World Models - Vehicles
World Textures

If you still get wrong encounters even with just NT on its own, then 7H isn't installed correctly. Uninstall the game and rund game converter to uninstall its registry changes and start fresh, make sure you follow the 7h tutorial as exactly as you can and install the game into non-system drives. When all else fails, NT can be direct-patched using its main installer if 7h proves to be a no-go.

this mod is fantastic, love your work. my only question is, im guessing it's not possible for a PSX version due to the sheer amount of work you've put in? do you happen to know of any PSX FF7 mods that hold a candle to this? seems like the only thing close is Lost Wing

cheers and thanks again.

PSX version has limitations that make a direct port unfeasible. Better thing to do would be to just make a new mod with parts of NT and try to take advantage of some things that PSX offers like being able to use up to 9 unique discs of data (each one having its own scene.bin + kernel.bin + flevel).

brian03

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8924 on: 2020-02-12 14:26:26 »
I'll guess it's the .exe being patched by the installer running afoul of something, perhaps it can't write to the boot drive if it's protected and the patched .exe isn't fully cleared with the system.

Try this; uninstall and then reinstall the game in a non-protected folder outside of the default location Steam usually installs games to if it isn't already. Take a backup of your default .exe (ff7_en.exe for steam). Apply the NT installer (in admin mode).

To test this, take the patched NT ff7_en.exe out and put the default one back in. The mod can run without its .exe component as it doesn't contain required data (it's Limit Breaks, a few QoLs like Sense Limit expanded, and Materia equip bonuses). If the game allows saving through this .exe then we can assume it was the patched NT .exe being blocked from writing to the boot drive. It's maybe changed for Windows 10, but if you right-click into the patched .exe's property and see a 'unblock' button then that can do the trick; otherwise it might need to be cleared with antivirus by setting up an exception. If all else fails, the .exe can be left out and a default one used instead.

As for free space, I was meaning the total size of the drive being a potential cause, which the game would probably use to calculate the remaining free space. If the game is using a small enough value to store this then it might encounter problems if it overflowed into negative values. But I don't think I've heard of an issue like that affecting anyone so it's unlikely to be this. It'll probably be the .exe as that handles the read/write for save files.

Thanks for the lengthy reply.  I moved the installation to my boot drive, cleared things with Bitdefender and I can save!!  There was no need to use the original exe file, I used the patched version and all seems to be well.  Thanks again for your help!