Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 2513024 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9725 on: 2020-06-14 16:49:19 »
Update made, but only change was to set a check for initial state when hitting new game. That way if the kernel isn't patched or is overwritten by something, the field script will pick up on it and warn the player.

hasterdis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9726 on: 2020-06-17 05:28:00 »
Can someone explain me how the gravity/demi spell functions? It doesn't cut by 1/4 the current HP of the monsters, it makes random cuts but never consistent. What is its mechanistic now?

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9727 on: 2020-06-17 13:32:10 »
how the work coming along so far on the 2.0 nt mod

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9728 on: 2020-06-17 14:30:49 »
Can someone explain me how the gravity/demi spell functions? It doesn't cut by 1/4 the current HP of the monsters, it makes random cuts but never consistent. What is its mechanistic now?

It is 25%, but flying enemies take double damage from it (so 25% becomes 50%). Bosses that are able to take Gravity damage typically have 50% resistance to it as a balancing thing (so 12.5% instead of 25%). I've dropped weakness from the new build and replaced it with 'cannot miss' which is how I think Demi was originally supposed to be balanced up, considering its base 75% accuracy in vanilla.

how the work coming along so far on the 2.0 nt mod

It's going well.

kekko1285

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9729 on: 2020-06-17 16:18:40 »

hasterdis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9730 on: 2020-06-17 19:09:04 »
It is 25%, but flying enemies take double damage from it (so 25% becomes 50%). Bosses that are able to take Gravity damage typically have 50% resistance to it as a balancing thing (so 12.5% instead of 25%). I've dropped weakness from the new build and replaced it with 'cannot miss' which is how I think Demi was originally supposed to be balanced up, considering its base 75% accuracy in vanilla.

Thank you, so I have to understand that some enemies will have resistance and others weakness to gravity so it would change the % factor of the "demi/gravity" spell.

Gizzy

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9731 on: 2020-06-19 01:35:49 »
Hey Sega Chief! Your mod is AMAZING! I really have a blast playing it :) Just one quick question: Since every weapon got revamped does that include the ultimate weapons for each character got their hidden ability changed too? Like Vincent's Death Penalty getting stronger with every enemy killed ect.? Im currently planning out my character builds and this info would help me out a lot!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9732 on: 2020-06-19 01:43:54 »
Hey Sega Chief! Your mod is AMAZING! I really have a blast playing it :) Just one quick question: Since every weapon got revamped does that include the ultimate weapons for each character got their hidden ability changed too? Like Vincent's Death Penalty getting stronger with every enemy killed ect.? Im currently planning out my character builds and this info would help me out a lot!

Yeah, they were changed though some are the same (they're still very powerful, for better or worse):

Ultima Weapon: HP-based (same as original)
Missing Score: AP-based (same as original, but less slots)
Premium Heart: MP-based
Princess Guard: Restores HP on strike (magic-based), applies Shield.
Limited Moon: Limit-gauge based
Conformer: Target Level based (same as original)
HP Shout: Deals damage based on Cait's Max HP - Current HP (same as ???? skill)
Death Penalty: Standard formula, but ignores defence
Venus Gospel: Standard formula, but drains damage as HP

The two last ones may not sound like much as they don't use a special formula, but their effect makes them very powerful. Cid can be difficult to kill with drain, and Vincent can get past the raised defences of late-game enemies.

Gizzy

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9733 on: 2020-06-19 10:47:49 »
Thanks :) I already knew the vanilla ones besides Yuffies Conformer, always thought it deals more damage with command materia  ??? This will come in very handy  :lol:

tbcam88

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9734 on: 2020-06-25 10:06:24 »
[New Threat Mod v1.5]
This mod is amazing dude. Is there anyway you include an .ini configuration allowing random battles to be toggled on/off at all times as opposed to just at save points? Similar in fashion to the Steam version of FFIX for example... I'm able to enable/disable random battles using Ochu in the meantime but it requires alt+tabbing out the game each and every time I'd like to do so.

Keep up the amazing work!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9735 on: 2020-06-25 10:18:09 »
This mod is amazing dude. Is there anyway you include an .ini configuration allowing random battles to be toggled on/off at all times as opposed to just at save points? Similar in fashion to the Steam version of FFIX for example... I'm able to enable/disable random battles using Ochu in the meantime but it requires alt+tabbing out the game each and every time I'd like to do so.

Keep up the amazing work!

For 2.0, and this'll be rolled into 1.5 as well, I've found that a modified Enemy Away Materia can effectively act as an encounters on/off switch that works wherever the player has access to their Materia inventory and covers the World Map as well as Field Screens. The current Enemy Away reduces encounters by 87.5% or so, but with the adjustment I think it reduces encounters by 99% instead.

Edit: About editing posts, Qhimm staggers out the actions that a new user can take until they've posted a certain number of times, including the editing of posts, sending PMs, etc.
« Last Edit: 2020-06-25 10:22:18 by Sega Chief »

tbcam88

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9736 on: 2020-06-25 11:07:55 »
For 2.0, and this'll be rolled into 1.5 as well, I've found that a modified Enemy Away Materia can effectively act as an encounters on/off switch that works wherever the player has access to their Materia inventory and covers the World Map as well as Field Screens. The current Enemy Away reduces encounters by 87.5% or so, but with the adjustment I think it reduces encounters by 99% instead.
Should I take such a workaround to mean it's not possible to allow the toggle functionality anywhere else in game other than save points in that case?

Props again for this my good man, I've played vanilla FFVII to absolute death - look forward to seeing all the new/edited content available in this badboy!  :-D

UpRisen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9737 on: 2020-06-25 15:31:34 »
Should I take such a workaround to mean it's not possible to allow the toggle functionality anywhere else in game other than save points in that case?


It is possible to put it as a button press combination but that requires it to be placed on EVERY field (there are over 700). Adjusting the materia and giving it early is much faster and more stable since some fields will renable the battle flag after a fight, Guard scorpion and Scitzo are the 2 that come to mind. But with the materia you will always have the effect

KohryuZX

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9738 on: 2020-06-25 16:42:12 »
Not sure where else to ask this but when i try to download the Battle Model/Costume Swaps (OG Style) mod in the catalog from your link i get

18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error downloading Downloading Battle Model Swaps OG style
18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error occurred downloading/installing Battle Model Swaps OG style - Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.Exception: Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error receiving from 119716576: System.Net.WebException: The remote server returned an error: (404) Not Found.

And its the only one that does it as New Threat's download works perfectly

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9739 on: 2020-06-25 17:03:08 »
Should I take such a workaround to mean it's not possible to allow the toggle functionality anywhere else in game other than save points in that case?

Props again for this my good man, I've played vanilla FFVII to absolute death - look forward to seeing all the new/edited content available in this badboy!  :-D

It is possible to add a toggle to, say, the config menu which I did once. But the underlying problem is that I am relying on field script currently for the toggle and this doesn't extend to the world map. Enemy Away Materia is toggleable in the sense that you can equip and then unequip it + affects world map so I think this is the way to go.

Not sure where else to ask this but when i try to download the Battle Model/Costume Swaps (OG Style) mod in the catalog from your link i get

18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error downloading Downloading Battle Model Swaps OG style
18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error occurred downloading/installing Battle Model Swaps OG style - Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.Exception: Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error receiving from 119716576: System.Net.WebException: The remote server returned an error: (404) Not Found.

And its the only one that does it as New Threat's download works perfectly

I'll check the link, it's probably off or something.

Edit: Re-uploaded and seems to be working now. I also updated the Jessie model to the new one, which uses Kaldarasha's parts. I'd better add mention of that somewhere next time I do an update, forgot to this time.
« Last Edit: 2020-06-25 17:22:57 by Sega Chief »

soldier3rdclass

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9740 on: 2020-06-26 03:27:45 »
Found this place because of your badass mod. Good work! Can't wait for 2.0.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9741 on: 2020-06-26 14:41:15 »
Found this place because of your badass mod. Good work! Can't wait for 2.0.

It's almost finished, I'm re-scripting stuff on Disc 3 currently.

kouleifoe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9742 on: 2020-06-28 03:28:55 »
whenever i use this mod.. the first fight i come across  instead of it being two shinra soldiers it's some random overworld battle that one shots me.. or some big flying serpent that does 6400 damage. PLZ help me.

Ketsuban

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9743 on: 2020-06-28 12:54:22 »
It's almost finished, I'm re-scripting stuff on Disc 3 currently.

Great to hear! I'm so hyped for the new release, keep up the amazing work!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9744 on: 2020-06-28 14:22:04 »
whenever i use this mod.. the first fight i come across  instead of it being two shinra soldiers it's some random overworld battle that one shots me.. or some big flying serpent that does 6400 damage. PLZ help me.

Your kernel hasn't been patched or has been overwritten by a different mod. If you're using 7th Heaven and have mods on that affect spell names then either disable them or enable their NT-compatible option (Bonez' spell names has an NT option). If you're using the standard installer (which should only be used if you're not using any mod-loader frameworks) then make sure you're running it as an admin + unblocked, and that it's the english version of the game as the spanish/french/german versions have different file/folder names.

tbcam88

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9745 on: 2020-06-28 18:48:51 »
I don't suppose there's a checklist of sorts anywhere detailing what can be stolen/morphed etc. from the games enemies? (boss fights in particular...)

I had at look at the NT guide linked on page one but the column dedicated for such info seems yet to be composed :(

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9746 on: 2020-06-29 01:32:41 »
There isn't I'm afraid. There is an impromptu list for Disc 3/North Cave Steal/Morphs but that's all. One option is using the Proud Clod tool to look at the mod's scene.bin, which is where all the enemy data lives. It has a search enemy name function for faster searching (encounters that start in field screens begin at #75 and appear in order of appearance, with a few exceptions).

NT's Scene.bin: https://mega.nz/file/OhlxGJQI#-hTnLwYE37uup9WG2D-axqJUW7gz1EXj-ZnBZZC4Mgg

Tool: http://forums.qhimm.com/index.php?topic=8481.0

So you would run Proud Clod, target that scene.bin, and it'll have all the enemy info in there. Just mind that spoilers will be unavoidable.

If PrC gives you any errors, then download this folder, unpack it, and put the two files inside it within the Proud Clod folder with it's application .exe. Should sort it out: https://mega.nz/file/7lt1FLTZ#7H9SMPXrqKTWPyvF17mIX7cW2UiJP0_vOKoN585uIIY

tbcam88

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9747 on: 2020-06-29 14:17:41 »
I've opened the .bin file with Proud Clod and navigated to the boss index in question (Aps Senior). Where can I find the steal/drop/morph details? :)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9748 on: 2020-06-29 17:46:58 »
You'll find it under Enemy Management > Enemy Stats.

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9749 on: Today at 11:49:19 »
Heey ega one thing

When in the future you wil release NTmod 2.9 will it be compatible with the 1.5 we actually use or will be needed to uninstall totally nt mod+restart new game? just curious