Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4967676 times)

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10775 on: 2021-04-23 07:05:41 »
thanks sega chief for reply. can i have discord link please? :D
So i can stay updated on real time basis.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10776 on: 2021-04-23 16:31:13 »
The front page of the forum has a link to it, but I'll post here as well. Make sure to follow the instructions in the Rules channel to make the FF7 channel visible:
https://discord.com/invite/fyE2Vk2

Deborahyugo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10777 on: 2021-04-24 22:40:00 »
Hi SegaChief,

At first I want to thank you for this awesome mod! :D
I have a question.
Do you have a list of the sidequests?
I switched to Cid as partyleader but I have no idea what to do.
I don't want to miss a thing.
I guess I'm playing type B? (2.0)
Again, thank you so much! ;D


Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10778 on: 2021-04-25 14:52:04 »
Hi SegaChief,

At first I want to thank you for this awesome mod! :D
I have a question.
Do you have a list of the sidequests?
I switched to Cid as partyleader but I have no idea what to do.
I don't want to miss a thing.
I guess I'm playing type B? (2.0)
Again, thank you so much! ;D

Most stuff unlocks after going to bottom of north crater then coming back but sounds like you've already done that if party leader swap was unlocked. There's not as much as in 1.5, but here it all is:
Spoiler: show

Cloud: Visit the Shinra Mansion basement (as in vanilla)

Barret: Visit him in Kalm's Weapon Shop (Marlene will also be there). You can also head up to Mt. Corel's Reactor with him in the party (to reach the area with the thing in it, use the stairs from the previous train-track screen to get to it).

Red XIII: Visit Bugenhagen and you'll get a key that unlocks the Cave of the Gi again; head through it with him in the party (or add using PHS at the save point toward the end).

Cait Sith: Head for the Temple of the Ancients ruins

Yuffie: The Pagoda has a rematch, and then that should allow access to the Sacred Fire Cave by dropping Leviathan's Scales Key Item

Cid: Visit the broken automated shop in Wall Market (needs to be party leader but unsure)

Great Glacier: Open the map and head for the middle area (looks like a tree trunk bridge). You'll find a Silver Chocobo here; try feeding it different types of Greens and Nuts.

Shinra Mansion: There's a piano in one of the side rooms that's actually functional (though some keys are duds). Play the same theme you'd play on Tifa's Piano (bit trickier to play by ear due to the dud keys) and something may happen.

Mythril Mines: In a backroom there's a black-cape NPC; if you find all 1/35 soldiers he'll give you a unique Materia


Usual stuff from base game also applies: Materia Caves, Battle Square's Special Battle, Kalm Traveller, etc.

Deborahyugo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10779 on: 2021-04-25 19:11:03 »
Thank you for your quick answer! Guess I've done the most  :'(
When I visit Wall Market with Cid it just shoots 🤣
But thank you! I guess I can go in to the cave and beat sephi!
Then proceed with 1.5!
Again thanks for your hard work! Keep it up! ♡

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10780 on: 2021-04-26 11:09:34 »
Thank you for your quick answer! Guess I've done the most  :'(
When I visit Wall Market with Cid it just shoots 🤣
But thank you! I guess I can go in to the cave and beat sephi!
Then proceed with 1.5!
Again thanks for your hard work! Keep it up! ♡

I would try Cloud as party leader there instead; maybe it was changed and I forgot about it. I think the script will add Tifa and Cid to the party when it's activated as Cloud.

garlar

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10781 on: 2021-04-27 15:42:48 »
Hello, I'm having trouble finding the Magic Plus and Added Effect materia listed as being located in the Great Glacier in the doc. I've found all the spots in Vanilla where there are items. I figured it wouldn't hurt to ask you first rather than hunting in every single screen.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10782 on: 2021-04-28 08:05:20 »
Hello, I'm having trouble finding the Magic Plus and Added Effect materia listed as being located in the Great Glacier in the doc. I've found all the spots in Vanilla where there are items. I figured it wouldn't hurt to ask you first rather than hunting in every single screen.

Magic Plus should be in the middle area, the tree trunk bridge screen (there's also something else here blocking the bridge midway so you may need to circle around unless you have some greens/nuts).


Added Effect is in one of the far-west areas:


I'm unsure of the 2nd location, but have circled where I think it is along with the tree bridge screen:


Stevojones2

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10783 on: 2021-04-28 19:55:05 »
Hello there,

I just got the base files of this mod to work with my IOS version of FF7 and I love the mod so far. I just wanted where the location was to incorporate the updated character models? The issue I am running into is I can only seem to find the .iro files to use with 7th heaven which I cannot get into the individual base files. With the clunkiness of the IOS filesystem I had to switch out each file manually. if these aren't available I'll definitely keep playing with the vanilla models. Can't wait to see how the "B" story progresses.
« Last Edit: 2021-04-29 12:46:05 by Stevojones2 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10784 on: 2021-04-29 15:43:27 »
Hello there,

I just got the base files of this mod to work with my IOS version of FF7 and I love the mod so far. I just wanted where the location was to incorporate the updated character models? The issue I am running into is I can only seem to find the .iro files to use with 7th heaven which I cannot get into the individual base files. With the clunkiness of the IOS filesystem I had to switch out each file manually. if these aren't available I'll definitely keep playing with the vanilla models. Can't wait to see how the "B" story progresses.

By updated character models, do you mean the ones that come with NT or from another mod? Also, do you need the full archive file (battle.lgp and char.lgp) for instance? If these files are vanilla then you may experience softlocks due to missing models early on. You also may need the flevel.lgp archive for the game's script and stuff.

galax-C

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10785 on: 2021-04-29 17:31:03 »
Each head on the Schizo boss fight in Gaea's Cliff has only 180hp.
I'm using 7th heaven, type A, hard mode.

As always, love the mod. Absolute joy.

Stevojones2

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10786 on: 2021-04-30 12:54:46 »
By updated character models, do you mean the ones that come with NT or from another mod? Also, do you need the full archive file (battle.lgp and char.lgp) for instance? If these files are vanilla then you may experience softlocks due to missing models early on. You also may need the flevel.lgp archive for the game's script and stuff.

Sorry about the confusion, I am trying to figure out which files govern which aspect of the Mod, for instance is it the char.lgp that affects the character models, and flevel.lgp = storyline? I was wondering if you had a list somewhere of what the main files are and the different portions of the mod they apply.  I currently have the main files for the new threat mod from a patched steam version, but I was wanting to possibly add some higher res backgrounds and avatar models.

You have done a amazing job on this mod and I am sure you probably have answered this question before on this thread.
« Last Edit: 2021-04-30 12:56:28 by Stevojones2 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10787 on: 2021-04-30 13:32:07 »
Sorry about the confusion, I am trying to figure out which files govern which aspect of the Mod, for instance is it the char.lgp that affects the character models, and flevel.lgp = storyline? I was wondering if you had a list somewhere of what the main files are and the different portions of the mod they apply.  I currently have the main files for the new threat mod from a patched steam version, but I was wanting to possibly add some higher res backgrounds and avatar models.

You have done a amazing job on this mod and I am sure you probably have answered this question before on this thread.

I'll write a quick break-down of what NT needs:

Field folder
char.lgp: Field models and their animations; some new models were added that are referenced in the flevel so if these are missing the game will unfortunately crash.
flevel.lgp: Field screens & their related event scripts + dialogue

Battle folder
scene.bin: Enemy data and their formations/attacks
battle.lgp: Battle models for enemies + characters + Battle environments; new models are contained so if this is missing there'll be crashes upon loading certain battles as the model data won't be found.

Kernel folder
kernel.bin: General information such as character stats, equipment/items attributes, Materia, spell data, etc.
kernel2.bin: Specific to PC version, this contains text strings for equipment names + descriptions.

Menu folder
menu_us: Contains character portraits and various UI assets (optional; this is for button icons; if missing, then some strange icons will appear instead but they'll at least be colour-coded to PSX buttons and the original PC prompts appear beside them).

wm folder
world_us: Contains world map models and textures (optional; only one model was colour-tweaked slightly for consistency so this can be left out).

The .EXE also has changes but this being a mobile version it could be the case that replacing this with a modified version may encounter issues. If this is the case, then the .EXE can be left unpatched. This means that certain features and balancing such as formula changes to mitigation effects, some QoLs like cure magic ignoring mbarrier, and things like the stat bonus/penalty of equipping Materia will be reverted back to how the default game handles them. The mod will be fully operational but your experience on the battle side of things will change a bit because of that.

You can get a copy of all these complete archive files + modified .EXE by patching a 1998 or Steam copy of the game with the Regular Installer.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10788 on: 2021-04-30 23:07:46 »
Patch is up:

Code: [Select]
v2.098
*) Repaired toggle for Hard Mode on Fort Condor and Kalm save points
*) Battle during a Flashback scene was adjusted to prevent a crash

Stevojones2

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10789 on: 2021-05-01 14:05:42 »
That was exactly what I was looking for thank you very much

Zentrius

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10790 on: 2021-05-01 21:46:07 »
game crashed with Hyper Jump in 2.098. for what its worth, it crashed in a battle against Ultima Weapon in Fort Condor. ill try to see if its the battle or the limit break that causes the crash.

game is also crashing with the jersey enemy at the shinra mansion. the game crashes whenever a jersey triggers a stance change.
« Last Edit: 2021-05-01 23:03:29 by Zentrius »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10791 on: 2021-05-01 23:43:47 »
game crashed with Hyper Jump in 2.098. for what its worth, it crashed in a battle against Ultima Weapon in Fort Condor. ill try to see if its the battle or the limit break that causes the crash.

game is also crashing with the jersey enemy at the shinra mansion. the game crashes whenever a jersey triggers a stance change.

Hyper Jump crash is an issue native to the Steam version of the game: https://steamcommunity.com/app/39140/discussions/0/846958223100684439/
The crash itself seems to be frequent for some, not so frequent for others; I moved Hyper Jump to the 2-2 Limit for this reason. The crash doesn't seem to occur on the 1998 version using Aali's latest driver or the FFNx driver. Unfortunately, there's not much we can do for the Steam release as that is handled by SE themselves and no patch has came out for it since release.

I'll look at Jersey again.

Edit: A jump was capturing a var's initial value so that the other condition wasn't getting the var set at all if it was picked, causing the crash.
« Last Edit: 2021-05-02 00:12:01 by Sega Chief »

Asair

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10792 on: 2021-05-01 23:47:43 »
Sega Chief,

So I messed up one of the big materia missions and don't have the blue materia to get the Bahamut Zero summon. Can this still be dug up at the bone village in the same method as the original game? I checked your text files for item and materia locations and the Bahamut Zero summon only has the large materia listed and not bone village. I've been trying to dig it up but so far I've only gotten megalixers and s-mine from the location the internet is telling me to dig.

Thanks for all your work on this mod, been using it for my first playthrough of the game.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10793 on: 2021-05-02 00:06:17 »
Sega Chief,

So I messed up one of the big materia missions and don't have the blue materia to get the Bahamut Zero summon. Can this still be dug up at the bone village in the same method as the original game? I checked your text files for item and materia locations and the Bahamut Zero summon only has the large materia listed and not bone village. I've been trying to dig it up but so far I've only gotten megalixers and s-mine from the location the internet is telling me to dig.

Thanks for all your work on this mod, been using it for my first playthrough of the game.

You can dig it up from Bone Village, and the success rate has been raised to 100% but the other condition is that the player is on Disc 3.

Asair

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10794 on: 2021-05-02 00:08:45 »
You can dig it up from Bone Village, and the success rate has been raised to 100% but the other condition is that the player is on Disc 3.

Ah, okay, that's good to know, I've been trying to dig it up on disc 2. Thank you for the quick response. Probably saved me a lot of frustration lol.

Zentrius

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10795 on: 2021-05-02 20:48:17 »
quick question: is the touph ring behaving properly? the item descriptions says it resists fire/ice/thunder but in the status menu, those elements arent highlighted in the halved section. dont know if its just a visual thing or the mechanic just does not work.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10796 on: 2021-05-02 23:17:49 »
quick question: is the touph ring behaving properly? the item descriptions says it resists fire/ice/thunder but in the status menu, those elements arent highlighted in the halved section. dont know if its just a visual thing or the mechanic just does not work.

I checked the kernel and they don't have the elements set. Will sort that out.

Zentrius

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10797 on: 2021-05-03 03:34:24 »
the 1/35 soldier respawns back again in cosmo canyon after taking it. you literally only need to exit the screen and enter it again in order for it to respawn. very exploitable, since it lets you grab that ridiculous stat up materia from the black cap in the m,ythril caves EXTREMELY early

theres also a battle formation that crashes the game as soon as the battle begins, in section in which the marlboro and pollensalta appear in the northern cave. im assuming its the new enemy from which you learn chrono cure. this one is weird since a crash report pop up error is not even thrown out, the game just soft locks and crashes.
« Last Edit: 2021-05-03 05:46:29 by Zentrius »

Asair

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10798 on: 2021-05-03 07:14:47 »
So I failed to stop the train and I'm on disc 3 but for some reason I can't acquire the renew materia by paying 50,000 gil. Whenever I talk to the npc, the option to buy it pops up but the cursor begins on the no option and won't let you move up to the purchase option only down to a blank option that when you select functions as a no, I would imagine the text box is just bugged.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
« Reply #10799 on: 2021-05-03 11:44:53 »
the 1/35 soldier respawns back again in cosmo canyon after taking it. you literally only need to exit the screen and enter it again in order for it to respawn. very exploitable, since it lets you grab that ridiculous stat up materia from the black cap in the m,ythril caves EXTREMELY early

theres also a battle formation that crashes the game as soon as the battle begins, in section in which the marlboro and pollensalta appear in the northern cave. im assuming its the new enemy from which you learn chrono cure. this one is weird since a crash report pop up error is not even thrown out, the game just soft locks and crashes.

The guy in the mines checks the variable by which each of these items are picked up by in addition to the quantity you have in inventory so if you pick up 12 of these in this way he shouldn't hand over the Materia. I'm going to change the item quantity part from an == to a >= so that people affected by this don't get locked out from getting the Materia later even if they find all 12. I'll fix the Cosmo one as well.

Thanks for telling me the area within North Crater, narrows the culprit down.
Edit: It was the 2nd Death Dealer entry that's used for a back-attack and a pincer battle. The AI in pre-battle didn't have its jumps set quite right from the Hard Mode refactor which locked it up; have fixed.

So I failed to stop the train and I'm on disc 3 but for some reason I can't acquire the renew materia by paying 50,000 gil. Whenever I talk to the npc, the option to buy it pops up but the cursor begins on the no option and won't let you move up to the purchase option only down to a blank option that when you select functions as a no, I would imagine the text box is just bugged.

Yeah the lines were set to 2 and 3 instead of 1 and 2; it'll be in next patch.
« Last Edit: 2021-05-03 11:54:02 by Sega Chief »