Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 1553298 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7350 on: 2018-11-08 22:16:54 »
Got turned off from the mod a while back after constantly dying on the new Jenova fight at the end of disc 2, thinking of starting from that again.

- Is there a way other than looking at stat disparities to see what build supplements you've taken from the save point guy for each character?
- Can you subvert Jenova's disabling of character revival somehow?

No to the first one, but an option was added for the 2nd one. When approaching Aeris on the altar, there's a dialogue option that pops up during the scene; pick the top option.

TadGhostal99

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7351 on: 2018-11-09 03:56:27 »
Flevel patch? Like fixed level?

EvenThen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7352 on: 2018-11-09 06:13:33 »
No to the first one, but an option was added for the 2nd one. When approaching Aeris on the altar, there's a dialogue option that pops up during the scene; pick the top option.

I meant the thing in the boss battle where it makes your character undead, and then you can't revive the character if they die.

ArsusFH

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7353 on: 2018-11-09 10:18:04 »
Hey im not sure if this was covered already but after i got the mystile from the dead guy (dark cave sidequest) i went to the exit of the cave and it teleported me to the ancient forest map. Now i can´t access my chocobo or airship since i left them at the bone village so it seems that i´m stuck in the cosmo canyon area... its kinda sad since i wanted to finish the game, anyway i hope you can somehow help me.

Also sorry if this was already covered :|

UpRisen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7354 on: 2018-11-09 14:22:25 »
Hey im not sure if this was covered already but after i got the mystile from the dead guy (dark cave sidequest) i went to the exit of the cave and it teleported me to the ancient forest map. Now i can´t access my chocobo or airship since i left them at the bone village so it seems that i´m stuck in the cosmo canyon area... its kinda sad since i wanted to finish the game, anyway i hope you can somehow help me.

Also sorry if this was already covered :|

use the save editor black chocobo. With it open your save and go to the location tab, select bone village field, then tic the box that says "save location changes". Save and open your game and youll be back.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7355 on: 2018-11-10 01:21:35 »
Flevel patch? Like fixed level?

flevel is a file in the game that contains the fields used by the game (dialogue, backgrounds, action scripts, etc). I should call it field patch instead.

I meant the thing in the boss battle where it makes your character undead, and then you can't revive the character if they die.

Not sure how long ago you played, but the effect was made into single-target rather than party-wide. When the afflicted character dies, it's used on another character. There's no way to subvert it but can keep them going for longer using MBarrier and elemental healing if that's available.

Hey im not sure if this was covered already but after i got the mystile from the dead guy (dark cave sidequest) i went to the exit of the cave and it teleported me to the ancient forest map. Now i can´t access my chocobo or airship since i left them at the bone village so it seems that i´m stuck in the cosmo canyon area... its kinda sad since i wanted to finish the game, anyway i hope you can somehow help me.

Also sorry if this was already covered :|

Is this the 7H version? Older versions were missing the walkmesh chunk which was causing it to use the default exit data. Best bet for fix is to use save editor but watch out for the save-editing protection on Steam version; only make changes when launcher is open and then save game once you're playing game to make it secure.

If this happened on the latest 7H IRO that I uploaded a few days ago then let me know.

TadGhostal99

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7356 on: 2018-11-11 01:44:10 »
flevel is a file in the game that contains the fields used by the game (dialogue, backgrounds, action scripts, etc). I should call it field patch instead.

Aw. I was super excited for a minute thinking there was like an always level 99 version going around where you start maxed stats and fight max stats enemies.

Lukey_Bug

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7357 on: 2018-11-12 21:04:47 »
Hey, I just started this up again and had a question. I remember playing the 1.3 release a while back, and when I ranked up I'd get a lot more sources. Right now in 1.5 I'm only getting 3 for the main stat and 2 or 1 for the others.

Not sure if this has been addressed already or is intended.

Tried looking for an answer but couldn't find anything. Any answer is appreciated.

EDIT: Nevermind. I just noticed the rank ups are correct. The sources themselves are changed obviously.
« Last Edit: 2018-11-12 21:22:44 by Lukey_Bug »

anti_ohme

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"No files to be patched" problem
« Reply #7358 on: 2018-11-14 11:37:40 »
Hey mate. Getting a very perplexing problem where the installer isn't recognising the files inside the data folder. It says there are no files there to be patched! I am 100% clicking on the data folder, running the installer as admin and have tried patching it on the desktop... still the getting the same error. Any help would be amazing as I want to try the newest version of the mod!

Cheers!
« Last Edit: 2018-11-14 11:59:45 by anti_ohme »

HolyOkami

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7359 on: 2018-11-14 15:19:35 »
I have a problem with the rank system, Mr Smile gives me only 3 sources or 2 or 1 depends what rank option i choose maybe thats because 1 sources gives 5 stats but when i use it and check the stats they just gained 1 stat from each source  :-\ i dont understand.

EDIT : I am using Steam's FF7 version, with July 17th NT 1.5 + November 6th Hot fix patch.

EDIT2: Nevermind, i fixed it  :)
« Last Edit: 2018-11-14 17:13:44 by HolyOkami »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7360 on: 2018-11-14 20:58:32 »
Hey mate. Getting a very perplexing problem where the installer isn't recognising the files inside the data folder. It says there are no files there to be patched! I am 100% clicking on the data folder, running the installer as admin and have tried patching it on the desktop... still the getting the same error. Any help would be amazing as I want to try the newest version of the mod!

Cheers!

The installation destination was changed slightly; it's now the FinalFantasyVII folder directory that's 1 level above the Data folder (this is so the installer can patch the .exe as well). Sorry about the confusion, the videos, etc. still list Data folder as the destination.

anti_ohme

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7361 on: 2018-11-14 21:26:11 »
Ahhh haha no worries mate! it's worked now :) Cheers

Abashi76

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7362 on: Today at 16:10:32 »
Do you think you can add the custom enemies from "Hardcore Mod" to "New Threat Mod"? They perfectly belong in this one rather than the other one. There really should be switching content between "Hardcore" and "New Threat".

I'll give some examples of 'Hardcore Mod' enemies that should have been in 'New Threat Mod':

-The yellow flying bugs that are recolored from the ones in Wutai, they appear in Corel
-The red gargoyles (are the red version of the monster around the city of the ancients in there too?)(what about the red balls?)
-The green spider in the ancient forest, and i think the green sweeper in the jungle/reactor area as well
-A weird version of that 'mace guy' enemy around the Nibel area, has a strange head
-Is the blue turtle in "Hardcore" or "New Threat"?
-The new black card guys up in the great glacier, are the new ones in the crater in 'Hardcore' too?
-A recolored version of that plant enemy that has three forms
-A gold version of the dog type enemy at Wutai, appears in the materia cave
-Are the purple magnet enemies in 'Hardcore' or 'New Threat'?
-The yellow spiders are in 'New Threat' right?, were there ever red spiders?
-The stronger red crabs with the giant bird
-The green version of the armored guy with the sword
-The yellow battery guys rather than just the gray ones up in the crater, i thought this was in "New Threat", no it's "Hardcore"
-The bees in the sewers, i thought this was "New Threat" too, but i didn't see them the last time i checked
-Fix the texture-less large elephant model up in the northern continent, make it a large white elephant

All of those i would like to see put in the 'New Threat' from the 'Hardcore', everything except for that large elephant model that unfortunately does not work.

Changes i would like to see in 'New Threat', because it seems to be a waste of new enemies:

-Make the blue octopus enemies appear as regular enemies rather than just with Jenova I
-Make the recolored enemies including both the octopus and the squid enemies with Hojo (they were recolored too)
-Swap the models of the two octopus/squid enemies with the ones in the sunken airship
-Make the red golem guys with the big swords appear as regular enemies, (nothing to do with either mod)

New enemies (color schemes) i would like to see:

-Another color variation for the 'Spencer' enemy
-Another color variation for the propeller guys, preferably a new stronger enemy
-More higher level ghosts in the lost jungle reactor area
-A new area on the path in Corel that leads to nothing, just re-use another map the way they do in great glacier
-A new area in Mideel, on the path on the other side of the hospital that leads to nothing, (would require a patch)
-Remove the 'Aeris Death Scene' if you get her back in your party
-Add the Ho-chu enemy (the one that was left out and only appears at Battle Square) if you havn't already, i'm sure you did


That is all i can think of. Did i miss enemies from the 'Hardcore Mod' that did not appear in the 'New Threat' mod?
« Last Edit: Today at 21:32:24 by Abashi76 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7363 on: Today at 19:54:40 »
I think it's better that the two mods stay separate; if the enemies appear in both, then it makes the experience of playing through one of them a little less unique. Mashing them together wouldn't be a good idea anyway; hardcore enemies would need downtuned to go into NT, and NT enemies would need tuned up to go into hardcore. Not just the stats, but the attacks and AI.

Only thing I'd change about hardcore mod is maybe lowering the number of pincer formations in random encounter lists. That one in Ancient Forest with the spectres is deadly.