Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.94)  (Read 3047670 times)

Kade

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8925 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 #8926 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 #8927 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 #8928 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 #8929 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 #8930 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 #8931 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 #8932 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 #8933 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 #8934 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?

Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8935 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 #8936 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 #8937 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!

brian03

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8938 on: 2020-02-12 14:29:32 »
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.

I'm using an Xbox 360 controller through USB and have never had to do any button mapping on Steam games, it works (or rather, worked) natively.  In game, I actually can't map any buttons on the controller, the game only provides options for keyboard mapping.  Since shoulder buttons aren't used that much in this game, maybe I'll just settle for keyboard usage.  Thanks for replying!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8939 on: 2020-02-12 15:38:30 »
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!

No worries, glad it's cleared up.

I'm using an Xbox 360 controller through USB and have never had to do any button mapping on Steam games, it works (or rather, worked) natively.  In game, I actually can't map any buttons on the controller, the game only provides options for keyboard mapping.  Since shoulder buttons aren't used that much in this game, maybe I'll just settle for keyboard usage.  Thanks for replying!

I personally use keyboard due to how messed up the keybinding can be for this game. The original port was in 1998 before analogs were an industry standard (or if they existed at all) so it tends to treat controllers erratically. A WASD - HJKL set up tends to work well for D-Pad and the Action buttons. Shoulders can be a bit awkward; I use IO for L1 and R1 as they're right above the action buttons and more commonly used than L2 R2.


Karsh Highwind

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8940 on: 2020-02-12 23:48:15 »
I've added the mod order to the FFVII 1.5 NT Documentation so the answer to mods used with NT will be available. The document can be found on page 1 for those of you curious.

As a reminder, should you see anything that is incorrect or you have some data you can contribute, use the comment feature in the document. Also, my apologies for the lack of progress on the document, work and family has had me tied up. Once that dies down, I'll get back to it!

Spoiler: show

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.

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).

Apoly

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8941 on: 2020-02-14 21:13:52 »
Great work! I'm gonna give it a try!

LiTTriuS

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8942 on: 2020-02-16 01:09:15 »
hi:

First of all i am currently playing this mode and....oh boy its awesome, thanks for the mod.

buuuuuuuuuuuuut i think i run into a issue here so let me explain:

i was playing in disc 3 going down the north crater and i took the left up path, all fine and working and in the final part of the path there is a boss, as should be aparently.

i defeat the thing and continue north crater, then cloud recive a call from the highwind that you should try the side quest stuff, so i went back and found another boss.

so a this part i start to think "oh maybe the other path have a boss as well".

i went back and took the right path and here is the issue, at the end to the path there is nothing, no boss.

this means that i cant get limited moon because a dont have the moon....pearl...stone...thingy.

i look in youtube and it should be at the end of the skeleton path but nothing is there in my save.

i dont know if it is because i trigger something when i arrived at the center that make the boss dissapear or something.

Also the guy in the highwind doesnt fix this because it is not a side quest :/.
« Last Edit: 2020-02-16 01:21:02 by LiTTriuS »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8943 on: 2020-02-16 11:59:19 »
hi:

First of all i am currently playing this mode and....oh boy its awesome, thanks for the mod.

buuuuuuuuuuuuut i think i run into a issue here so let me explain:

i was playing in disc 3 going down the north crater and i took the left up path, all fine and working and in the final part of the path there is a boss, as should be aparently.

i defeat the thing and continue north crater, then cloud recive a call from the highwind that you should try the side quest stuff, so i went back and found another boss.

so a this part i start to think "oh maybe the other path have a boss as well".

i went back and took the right path and here is the issue, at the end to the path there is nothing, no boss.

this means that i cant get limited moon because a dont have the moon....pearl...stone...thingy.

i look in youtube and it should be at the end of the skeleton path but nothing is there in my save.

i dont know if it is because i trigger something when i arrived at the center that make the boss dissapear or something.

Also the guy in the highwind doesnt fix this because it is not a side quest :/.

Ok, so it sounds like there's another thing deactivating that boss besides the inaccessible chest on the right-path (which can be accessed by way of a boundary-break). Send me your save file and I'll reactivate the variable, otherwise you can use a save editor to add the item in if you want to do it that way. The item in question will be called a Combat Diary in the editor. Make sure to have the FF7 Launcher open when making the edit, and save your game once when you load in; FF7 Steam has a check that activates whenever the Launcher is started to delete any save files that were edited/came from another PC.

LiTTriuS

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8944 on: 2020-02-16 13:06:31 »
Ok, so it sounds like there's another thing deactivating that boss besides the inaccessible chest on the right-path (which can be accessed by way of a boundary-break). Send me your save file and I'll reactivate the variable, otherwise you can use a save editor to add the item in if you want to do it that way. The item in question will be called a Combat Diary in the editor. Make sure to have the FF7 Launcher open when making the edit, and save your game once when you load in; FF7 Steam has a check that activates whenever the Launcher is started to delete any save files that were edited/came from another PC.

uuhhh.... i didnt consider that the chest could be the culprit XD.
meh it was wort it for the joke.

yep i open the chest so thats why it didnt appear, i gonna put the item with black chocobo, thanks for the answer

Fardale

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8945 on: 2020-02-16 18:28:33 »
Hey! Great mod! Loving the fresh experience.

Quick replicable bug:

Using hades on Platinum battle arena boss crashes the game every time. When it got toaded I felt naughty and excited at the same time :3 I was quickly punished for this sin. (cuz hades, lol?)

HautSaus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8946 on: 2020-02-16 18:34:00 »
Going through arranged mode and trying out the randomiser for my level bonuses. There seems to be some kind of bug that while going through the menus, it takes away what kind of sources you're supposed to get. I was upgrading Cloud and all his options were 0-1-2 sources each stat, but I never got more than 5. Then I chose to upgrade RedXIII and his options were proper 0-5-10-15 sources each stat, but I went to check RedXIII's stats in the menu and when I went back to pick my upgrade they all changed to 0-1-2 sources, then I went back to the menu as if to check my stats again, and when I went back to the upgrade menu, all the options were 0 sources each.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8947 on: 2020-02-16 20:19:03 »
Hey! Great mod! Loving the fresh experience.

Quick replicable bug:

Using hades on Platinum battle arena boss crashes the game every time. When it got toaded I felt naughty and excited at the same time :3 I was quickly punished for this sin. (cuz hades, lol?)

It might be because of Frog status; do you have other mods on? It's happened a few times in the past but I always forget which mod it was.

Going through arranged mode and trying out the randomiser for my level bonuses. There seems to be some kind of bug that while going through the menus, it takes away what kind of sources you're supposed to get. I was upgrading Cloud and all his options were 0-1-2 sources each stat, but I never got more than 5. Then I chose to upgrade RedXIII and his options were proper 0-5-10-15 sources each stat, but I went to check RedXIII's stats in the menu and when I went back to pick my upgrade they all changed to 0-1-2 sources, then I went back to the menu as if to check my stats again, and when I went back to the upgrade menu, all the options were 0 sources each.

Yeah they go weird when the check stats option is used; I'll sort it in the update.

Fardale

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8948 on: 2020-02-17 12:51:05 »
It might be because of Frog status; do you have other mods on? It's happened a few times in the past but I always forget which mod it was.

Yeah they go weird when the check stats option is used; I'll sort it in the update.

Yeah, I have basically all of the 7th heaven mods on with 1.5 installed over / instead of the built in 'gameplay - difficulty and story' mod. I managed to beat it without hades in the end. Tho I thought i had found the easy hack :P tho I guess I enjoyed it more without cheesing it :D (Great designs and fights btw). The game didn't freeze-freeze, but rather the camera locked in a certain position and no attacks initiated and it froze that way.

 probably been asked this before, but just out of interest, which fight was intended to be the hardest out of all the extras? :P I just realized that i've seen a certain boss fight on youtube from another game and haven't encountered it yet and a shiver just went down my spine...
Spoiler: show
That big floating sphere of despair...

clarkymark

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8949 on: 2020-02-17 13:59:49 »
Hello, first ever post on here.

I'm having issue playing the NT mod. It keeps crashing and giving error popup as soon as I get into the first fight. I know something isn't right as before that fight, if you go into the menu, cloud is already dead and I have a full item menu of potions (says 0 next to them).

I'm not sure what i'm doing wrong.It isn't the first mod i've done or anything so I do semi know what i'm doing. just this one I can't seem to get right.

Thanks anyway if someone sees this.