Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 2443091 times)

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9650 on: 2020-05-31 06:05:56 »
It's for male characters only. Its a guard for an escort.  Its like that in vanilla as well I am pretty sure. This game was from an earlier age where the social normal was for an escort to be a girl I suppose :p It's opposite is the minerva band, only girls can equip that.

Cait Sith can equip the Minerva Band and the Escort.

Though, that may just be due to spoilers.

Weisshuf

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9651 on: 2020-05-31 11:36:09 »
Hey guys,

I want to do a 100% run of this mod, but the "Where is the thing" document doesnt really show the items in a chronological order. I really dont want to miss anything. Also is there everything that was added newly to the new threat mod? Help would be appreciated.
« Last Edit: 2020-05-31 11:54:55 by Weisshuf »

DKOmni

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9652 on: 2020-05-31 11:40:09 »
There used to be a Boss Fight menu handled by those NPCs but it was retired because it meant I couldn't put certain things on their drops/steals/morphs without making them farmable via that menu.

Ah I understand. I'm assuming then that the Junon cups dont have good drops/steals/morphs?
« Last Edit: 2020-05-31 11:42:12 by DKOmni »

OLKv3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9653 on: 2020-05-31 12:45:34 »
Speaking of L4 Suicide. It's been changed to a much weaker Earth move but Jenova still royally screws your party over if you use it on her lol, from back when it was Suicide.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9654 on: 2020-05-31 14:08:38 »
Having difficulty getting a Mu (and a few goes at their stronger version, Trickplay) to cast Lv4 Suicide. Might be a good idea to slightly bump up their chance of using it, if you can. Have spent several hours with Aeris just beating them with the Wizard Staff to restore their MP waiting for them to use it.
That's not a issue from the mod I don't think. Just played the original PS version on my Vita and they do the exact same thing. Can't manipulate and won't cast L4 suicide. Just got to keep on trying.

I'll adjust it.

Hey Sega, is there any specific reason why Aerith can't equip the Escort Guard? I have it, and it shows up for other characters, but when I try to equip it it to her, it's not in the list!

Escort Guard and Minerva Band are locked to male characters and female characters respectively. Cait Sith can equip both.

It's for male characters only. Its a guard for an escort.  Its like that in vanilla as well I am pretty sure. This game was from an earlier age where the social normal was for an escort to be a girl I suppose :p It's opposite is the minerva band, only girls can equip that.

An escort is a group of guards you send along with someone to get them somewhere; you escort them there.

Cait Sith can equip the Minerva Band and the Escort.

Though, that may just be due to spoilers.

A long time ago, characters had an 'ultimate armour' in addition to an ultimate weapon that only they could equip. The odd one out was Cait Sith, who was able to equip any of the other character's ultimate armours including the escort guard and minerva bangle (which were like an alternative ultimate that could be equipped across several characters). It was done to make him more appealing as a party character, but the whole armours thing itself was flawed to begin with due to the lack of actual armour entries and was reverted. Cait kept access to escort and minerva though.

Hey guys,

I want to do a 100% run of this mod, but the "Where is the thing" document doesnt really show the items in a chronological order. I really dont want to miss anything. Also is there everything that was added newly to the new threat mod? Help would be appreciated.

A vanilla guide for item locations would do 95% of the work. Some of the stuff in those locations is changed but the location itself isn't, so following that guide would get you to most of the stuff. The things listed in the document are items not in their usual places and most are for Disc 3 which can be done in any particular order.

Ah I understand. I'm assuming then that the Junon cups dont have good drops/steals/morphs?

Can't actually remember, probably not.

Weisshuf

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9655 on: 2020-05-31 14:15:38 »
A vanilla guide for item locations would do 95% of the work. Some of the stuff in those locations is changed but the location itself isn't, so following that guide would get you to most of the stuff. The things listed in the document are items not in their usual places and most are for Disc 3 which can be done in any particular order.

Could you recommend a item location guide that goes chronologically?

OatBran

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9656 on: 2020-05-31 16:37:29 »
You always have to take everything so seriously Sega lol. You don't know me by now or my inherent sarcastic nature I mean come on look at my face and tell me I look serious. I know what an escort is but thought it was pretty funny to look at it from the perspective that I said.

If you think about it, using your definition, the literal meaning of the piece of armor is the "guard guard" sounds pretty silly to me. At least with my way it means protection the actual guard of an escort. Why would it be restricted to female characters anyway in your "proper" definition. You saying girls cant protect something or someone valuable?

(<---- again look at the face) :p

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9657 on: 2020-05-31 16:58:09 »
Could you recommend a item location guide that goes chronologically?

Depends on wether you wanna get ALL items, or just the essentials. Most of the things you'll want are given to you near the end of disc 2 and 3 by doing the side-quests. The items you'd have to worry about missing are moved so you shouldn't miss them.

Everything else is replaced with duplicates of items you'll already have, or consumables.

You'd really just need to use a guide of the entire game, since they generally make sure you're given enough information to grab everything. Like Sega said, the huge majority of item placement isn't moved anywhere. If it was moved, it's accurately detailed in the "Where Is This?" file you're given with the mod.

EmperorSteele

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9658 on: 2020-05-31 17:46:09 »
Oh, wow. I used to consider myself an expert at this game and had no idea that the two armors were gender-locked. Then again, there's a lot that I'm realizing that I didn't know!

Weisshuf

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9659 on: 2020-05-31 19:56:19 »
Depends on wether you wanna get ALL items, or just the essentials. Most of the things you'll want are given to you near the end of disc 2 and 3 by doing the side-quests. The items you'd have to worry about missing are moved so you shouldn't miss them.

Well, if most of the stuff is only consumables and not some good armor/materia, then an essentials guide would be enough.
Also, are materias on the materia spots and consumables/armor/weapons on the same? Or is everything over the place?
« Last Edit: 2020-05-31 20:11:13 by Weisshuf »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9660 on: 2020-05-31 21:26:58 »
Could you recommend a item location guide that goes chronologically?

Most guides go chronologically.

You always have to take everything so seriously Sega lol. You don't know me by now or my inherent sarcastic nature I mean come on look at my face and tell me I look serious. I know what an escort is but thought it was pretty funny to look at it from the perspective that I said.

If you think about it, using your definition, the literal meaning of the piece of armor is the "guard guard" sounds pretty silly to me. At least with my way it means protection the actual guard of an escort. Why would it be restricted to female characters anyway in your "proper" definition. You saying girls cant protect something or someone valuable?

(<---- again look at the face) :p

I'd rather not look at your face.

Depends on wether you wanna get ALL items, or just the essentials. Most of the things you'll want are given to you near the end of disc 2 and 3 by doing the side-quests. The items you'd have to worry about missing are moved so you shouldn't miss them.

Everything else is replaced with duplicates of items you'll already have, or consumables.

You'd really just need to use a guide of the entire game, since they generally make sure you're given enough information to grab everything. Like Sega said, the huge majority of item placement isn't moved anywhere. If it was moved, it's accurately detailed in the "Where Is This?" file you're given with the mod.

Well, if most of the stuff is only consumables and not some good armor/materia, then an essentials guide would be enough.
Also, are materias on the materia spots and consumables/armor/weapons on the same? Or is everything over the place?

Depends, some are some aren't. Steal is in the same place in the Sewers for instance, and Full Cure is still in the Cosmo Canyon shop back-room. But you get Underwater Materia from the white chocobo in Mideel instead of Contain Materia, and HP Plus is found in the Crater where Mega-All was in vanilla (with Mega-All being in the Purple Materia cave). The locations used are the same, just not necessarily always the same thing sitting there.

OatBran

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9661 on: 2020-05-31 22:43:12 »
I'd rather not look at your face.


Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9662 on: Yesterday at 01:49:52 »
I'll adjust it.

I just thought about it, is this Lv4 Suicide? If its name was changed to Quarry Fuse then no adjusting needed. They use it pretty often and I just didn't know better.


OLKv3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9663 on: Yesterday at 03:56:43 »
I just thought about it, is this Lv4 Suicide? If its name was changed to Quarry Fuse then no adjusting needed. They use it pretty often and I just didn't know better.


That's the move.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9664 on: Yesterday at 08:24:20 »
Truly, I am a professional moron.

But speaking of E.Skills, do Malboros really have Magic Breath in 1.5v normal mode (not playing arranged yet)? Can't access Stillva's on the save I'm currently working on (disc 3), and Parasites don't have it when Manipulated.

Took a break from E.skills to get more side-quests done.
« Last Edit: Yesterday at 08:41:15 by Saberfrost »

Weisshuf

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9665 on: Yesterday at 09:01:06 »
What is the difficulty difference between normal and arranged by the way?
I heard there is a randomize stat option but I dont know where to find it.

Also, if I only use the installer instead of 7th heaven, would steam achievements still work?
« Last Edit: Yesterday at 10:03:06 by Weisshuf »

OLKv3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9666 on: Yesterday at 11:07:05 »
Truly, I am a professional moron.

But speaking of E.Skills, do Malboros really have Magic Breath in 1.5v normal mode (not playing arranged yet)? Can't access Stillva's on the save I'm currently working on (disc 3), and Parasites don't have it when Manipulated.

Took a break from E.skills to get more side-quests done.

They have Bad Breath for me. I got Magic Breath from the Stilvas but that was on Disc 2. I don't know where they're supposed to be during the final disc

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9667 on: Yesterday at 15:27:14 »
What is the difficulty difference between normal and arranged by the way?
I heard there is a randomize stat option but I dont know where to find it.

Also, if I only use the installer instead of 7th heaven, would steam achievements still work?

Enemies get a level boost which ups their damage dealt and affects some other things like steal success, magic accuracy, etc. Some also get an alternate attack to use. Some of the bosses are changed for a variant.

The randomise option is for the rank-up/Source-Point system. Instead of picking a pre-determined set of sources to upgrade the character, the randomiser rolls some sets for you to pick from.


***
For 2.0, Save Points are getting reworked. Instead of the big menu, it's just a simple Save Point message like vanilla. But by pressing Square, an additional menu can be opened to toggle some settings:



The ? option is just the telport to the Source Point/Rank-up screen. This becomes visible once you get your first upgrade available, similar to how it goes with 1.5.

The 'keep field music playing for battles' option has carried over, but the Random Battle toggle is being retired in favour of a maxed Enemy Away Materia being equipped on one of the early characters who joins the party. Idea is that an Enemy Away is a lot more versatile for adjusting encounter rate (don't need to visit a save point to do it) and has the advantage of affecting World Map encounters as well. I think the rate reduction is 87.5% for a maxed Enemy Away but the value held for it in the kernel is 14, so maybe it's possible to lift this closer to 100%.

Hard Mode toggle is also something new; this is what was going to be used with Arrange Mode (or Game Type B as it'll be called) but then I thought that people might want to play through the altered game events but without the difficulty increase, and then there might be people who want a difficulty increase but with the game's normal events/bosses. As the difficulty increase is handled through enemy AI, I figured the best approach would be to separate the difficulty increase out into its own option instead.

No EXP Mode was suggested on the Discord, so I've added that in. As the name goes, it lets you set EXP given by enemies to 0.

What I'm looking for now is any further suggestions for options. The way scripts work in this game is that field scripts are unique to each field screen, meaning there is no centralised script for Save Points on field screens. That means it takes a lot of time to spread a change to every Save Point in the game, given that there's quite a few of them. So if you have any ideas/suggestions for extra options to be added to this menu then now's the time to make them. I'll be implementing the new save point script across all of 2.0's fields in a couple of day's time.
« Last Edit: Yesterday at 15:49:32 by Sega Chief »

TheOppressed

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9668 on: Yesterday at 16:25:20 »
Hard Mode toggle is also something new; this is what was going to be used with Arrange Mode (or Game Type B as it'll be called) but then I thought that people might want to play through the altered game events but without the difficulty increase, and then there might be people who want a difficulty increase but with the game's normal events/bosses. As the difficulty increase is handled through enemy AI, I figured the best approach would be to separate the difficulty increase out into its own option instead.

Just for further clarification, this Hard Mode toggle means the difficulty changes of Arranged from Normal, right?

For example (please correct me if I'm wrong), I could play in Arrange mode but not have this Hard Mode toggle on, resulting in a sort of difficulty between Normal mode and Arranged?   

markul

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9669 on: Yesterday at 17:27:47 »


What I'm looking for now is any further suggestions for options. The way scripts work in this game is that field scripts are unique to each field screen, meaning there is no centralised script for Save Points on field screens. That means it takes a lot of time to spread a change to every Save Point in the game, given that there's quite a few of them. So if you have any ideas/suggestions for extra options to be added to this menu then now's the time to make them. I'll be implementing the new save point script across all of 2.0's fields in a couple of day's time.
You have prepared the jump point to Mr Smile in the save points,so maybe you can use that to make in that map all the scripts you need for the Extended Menu like for example , the square button makes the jump,initialy the background is set to black and there is no music(or yes) then the menu options appear, and if the user want to go to the rank up screen, only need to show the background ,activate the music ,and execute the script. Its just an idea


Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9670 on: Yesterday at 18:01:30 »
Just for further clarification, this Hard Mode toggle means the difficulty changes of Arranged from Normal, right?

For example (please correct me if I'm wrong), I could play in Arrange mode but not have this Hard Mode toggle on, resulting in a sort of difficulty between Normal mode and Arranged?   

They'll be balanced roughly the same, and you can toggle hard mode on for either.

You have prepared the jump point to Mr Smile in the save points,so maybe you can use that to make in that map all the scripts you need for the Extended Menu like for example , the square button makes the jump,initialy the background is set to black and there is no music(or yes) then the menu options appear, and if the user want to go to the rank up screen, only need to show the background ,activate the music ,and execute the script. Its just an idea

Yeah, could do.

EmperorSteele

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9671 on: Today at 03:28:20 »
Are you going to still have the auto-tent and check SP options available? I like those =)

Also, how about a way to set Party leader? I saw on some streams (I have a guilty pleasure of watching people flip out every time X-ATM comes back!) that people started doing the disk 3 sidequests, only to realize that the required party member wasn't the leader, and they had to backtrack to the Highwind and switch it up. Might be a good QoL thing. Maybe that can be D3 only, and of course Cloud is required for the North Cave section, or would that be too much work?

Jlowe22

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9672 on: Today at 03:39:56 »
Is there a way to check if the latest version is installed without starting a new game?


Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9673 on: Today at 15:19:43 »
Are you going to still have the auto-tent and check SP options available? I like those =)

Also, how about a way to set Party leader? I saw on some streams (I have a guilty pleasure of watching people flip out every time X-ATM comes back!) that people started doing the disk 3 sidequests, only to realize that the required party member wasn't the leader, and they had to backtrack to the Highwind and switch it up. Might be a good QoL thing. Maybe that can be D3 only, and of course Cloud is required for the North Cave section, or would that be too much work?

SP itself isn't a thing anymore, the upgrades come at fixed points which can then be spent at a Save Point. Auto-Tent I think I can add as a shortcut like how it is now.

Party Leader swap I'll review when I get to it.

Is there a way to check if the latest version is installed without starting a new game?

When in doubt, can reinstall the mod from the latest files; assuming it's not being upgraded from 1.4, save files should be fine. If it's an IRO, then should be a release date field on it (if downloading from the catalog).