Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4969429 times)

Idubaren

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7975 on: 2019-06-07 17:03:18 »

The ff7_mo.exe was added because someone requested it, I'm not actually sure which mod IROs use it because my understanding is that menu overhaul uses ff7_bc.exe. Might be wrong. As for that text issue, I think that's linked to other mods that change models (one or two scenes are affected where dialogue is invisible for unknown reasons); have you got any of those activated?

I got activated the Battle Models Characters, Battle model Weapons and NinoStyle battle models but I'm trying on a new profile without model mods, only New Threat and The Reunion 03, however even with this last disabled the field boxes are gone, I don't activate any field model changing mods since I like the chibis in the fields the only changes done on that places come from your mod.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7976 on: 2019-06-07 17:31:22 »
I got activated the Battle Models Characters, Battle model Weapons and NinoStyle battle models but I'm trying on a new profile without model mods, only New Threat and The Reunion 03, however even with this last disabled the field boxes are gone, I don't activate any field model changing mods since I like the chibis in the fields the only changes done on that places come from your mod.

I tested the game with and without IRO, and the dialogue boxes are appearing for me:


You mentioned Reunion 03; is Reunion installed through 7H or its own installer, and which .exe are you using? Is it the ff7_mo.exe?

Pcbruin24

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7977 on: 2019-06-07 18:03:17 »
Is there any misseable items in the game like the ghost hand from train section? Just got to Kalm but if there is rather just restart now.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7978 on: 2019-06-07 18:33:18 »
Is there any misseable items in the game like the ghost hand from train section? Just got to Kalm but if there is rather just restart now.

Shouldn't be anything missable, Ghost Hand can be acquired elsewhere as well.

***
For the users with persistent NT files, I put together a new default restore installer: https://mega.nz/#!m9slXQqZ!H3MuKoNlqlEd48VgsfmnplmSRVhMqC963uzR1Sd8s8o

It's a fresh upload and an .exe, so make sure to unblock it via properties + run as admin before using it. I'm going to do some reading about steam files not restoring defaults and see if I can find something.

iDerek759

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7979 on: 2019-06-07 21:09:15 »
I tested the game with and without IRO, and the dialogue boxes are appearing for me:


You mentioned Reunion 03; is Reunion installed through 7H or its own installer, and which .exe are you using? Is it the ff7_mo.exe?

I'm fairly certain the auto-closing of the dialogue boxes in this particular field relates to the menu overhaul, but since the Reunion in 7th Heaven is version R03e, it's severely outdated which makes me think this is the particular issue here.

Idubaren

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7980 on: 2019-06-07 22:08:22 »
I tested the game with and without IRO, and the dialogue boxes are appearing for me:


You mentioned Reunion 03; is Reunion installed through 7H or its own installer, and which .exe are you using? Is it the ff7_mo.exe?

I'm using reunion from 7th heaven catalog, this happened earlier with the _bc.exe and it also happens with the _mo-exe i see on your pic you are not using menu overhaul, I use it because i have that problem with the resolution that gives me weird things with the text when i try to play on high ress, so perhaps it's a thing of that mod then...

DXLelouch153

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7981 on: 2019-06-07 22:32:43 »
Yo I'm new here, but I don't really interact with the site much
Fantastic mod btw, but I've run into a snag.
I'm in Northern Crater but nothing I try is getting me past Tyrant (I'm considering using a no damage cheat)
 I get to his dumb berserk phase but then no matter what I do I just die to his absurd damage, even having Barret as tank and using sadness doesn't work (yes I dispelled him, but he still kicked my ass)
So just tell me on detail how to deal with this pls so I can move onto the other content
« Last Edit: 2019-06-07 22:36:22 by DXLelouch153 »

Axel Firestorm

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7982 on: 2019-06-08 03:16:45 »
I tried the installer, but it only made the values even farther off from the original. Then I saw what you said about it being made for ff7.exe. I've been using ff7_mo.exe because I use menu overhaul, so I after uninstalling and reinstalling the game again, I tried ff7.exe to see what would happen. It loaded the vanilla values just fine without using your installer, but when I go through ff7.mo.exe, it uses the values from before I first tried the installer. I don't know why it would be different, though. Thanks for trying to help, and I hope that installer works for some people. I might've made a mistake in thinking NT was causing the problem when it might in fact have been MO, though I don't know why that would be. I wasn't aware it changed any gameplay values, I thought it was merely a graphical mod. Anyway, thanks again for trying to help.

Any word on a translation-only version of NT with vanilla gameplay? Preferably with the modern progression for the spell names (Fire/Fira/Firaga, that sort of thing)?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7983 on: 2019-06-08 03:35:22 »
Yo I'm new here, but I don't really interact with the site much
Fantastic mod btw, but I've run into a snag.
I'm in Northern Crater but nothing I try is getting me past Tyrant (I'm considering using a no damage cheat)
 I get to his dumb berserk phase but then no matter what I do I just die to his absurd damage, even having Barret as tank and using sadness doesn't work (yes I dispelled him, but he still kicked my ass)
So just tell me on detail how to deal with this pls so I can move onto the other content

Spoiler: show

Your best bet is to use a slow ATB setting and open with Slow, then Hasting your party. A cover tank can soak up the physicals he uses early on and use counter-attacks to rack up more damage but have an antidote ready for dual-drain. Your other two characters should be prepared to go gung-ho with magic and/or physicals; use earth element attacks like Break, Quake3, and Earth + Elemental.

If you find you can't bring this guy down in time, then a trick you can do is use Reflect + All on the party and then use Quake3 + All on the party; this bounces the spell at him 3 times with no power loss on the cast. Physicals can also be boosted using Mug + Added Cut if you don't have 2x-Cut.

I did a quick video running through the boss with an old save:
https://youtu.be/wu_nvU3lpgw


I tried the installer, but it only made the values even farther off from the original. Then I saw what you said about it being made for ff7.exe. I've been using ff7_mo.exe because I use menu overhaul, so I after uninstalling and reinstalling the game again, I tried ff7.exe to see what would happen. It loaded the vanilla values just fine without using your installer, but when I go through ff7.mo.exe, it uses the values from before I first tried the installer. I don't know why it would be different, though. Thanks for trying to help, and I hope that installer works for some people. I might've made a mistake in thinking NT was causing the problem when it might in fact have been MO, though I don't know why that would be. I wasn't aware it changed any gameplay values, I thought it was merely a graphical mod. Anyway, thanks again for trying to help.

Any word on a translation-only version of NT with vanilla gameplay? Preferably with the modern progression for the spell names (Fire/Fira/Firaga, that sort of thing)?

I wouldn't have thought ff7_mo.exe would be ding it either, so I guess that's that solved.

I'm going to try and have a NT vanilla set up for Sunday.

Axel Firestorm

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7984 on: 2019-06-08 03:38:03 »
Cool, looking forward to it! :)

DXLelouch153

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7985 on: 2019-06-08 03:38:38 »
Thx I'll try this out after this ff14 stream and report back
Edit:It Worked thx
« Last Edit: 2019-06-08 08:58:06 by DXLelouch153 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7986 on: 2019-06-08 16:31:12 »
I messed up, the previous default restore I posted had some modified files in it; this one is fixed: https://mega.nz/#!3lkyiIIR!EPGw-Lx0orVTafvoLZSXNaXw1cgGneyC3GJHitt6Q9o

And this is the Main Installer for a special version of NT that uses vanilla enemies/kernel:
https://mega.nz/#!L8MFESKY!SCNN_r0HC1eEPCnO7tkN07SiJMzGfe5AeZuNgktrMGM

IRO version of it:
https://mega.nz/#!GlVhRIYI!QDvB7Wvs-mtK8kM8WVNhr8Pm40fUsj97QFJiFmY8_AA

Field scripts were adjusted to remove all NT-specific extra encounters. Equipment that relied on those encounters was added to their original locations and will be obtained on top of what is ordinarily there for NT (for instance, picking up the Scimitar on the Gelnika will also give a Conformer).

Most of the NT scripts are still intact, but Dark Cave, Junon Leagues, Extra Battle, and some others were disabled as they rely on NT enemies/formations. The only battle that was retained from NT was the Yuffie recruitment fight as it would have been more hassle to change the field scripting in this case. Rank Up is also intact and can be used for sources but considering the balancing of the vanilla game, this will likely make you overpowered.

Also realised while typing that Enemy Skill will be missing, I'll quickly update the files just now. Updated.

Edit: Thanks to J. T. and D. M. for the donations; here's a...Sephirett? Barriroth?
« Last Edit: 2019-06-08 18:50:06 by Sega Chief »

Jonesin4Rock

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7987 on: 2019-06-09 02:49:56 »
Any luck with my issue with Clouds ranks staying at 1/8?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7988 on: 2019-06-09 11:13:44 »
Any luck with my issue with Clouds ranks staying at 1/8?

I can't replicate the issue on the current files, you're sure you've updated?

Jonesin4Rock

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7989 on: 2019-06-09 11:17:12 »
Unless you've updated it in the last week then it's the IRO from page 1 of this thread,   loading through 7th Heaven,   how do I go about updating it,    and will it fix itself on the next rank up if I do?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7990 on: 2019-06-09 14:32:33 »
Unless you've updated it in the last week then it's the IRO from page 1 of this thread,   loading through 7th Heaven,   how do I go about updating it,    and will it fix itself on the next rank up if I do?

It increments the variable by 1 so if it displays 1/8 two times in a row then it's busted, but it will say 1/8 the first time when you load the new patch because the variable in your save map is currently set to 0.
« Last Edit: 2019-06-09 14:34:18 by Sega Chief »

Idubaren

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7991 on: 2019-06-09 16:23:48 »
I think I'll start a new run of the game, I don't mind since I'm loving the mod so far and starting again is not a big deal :)

circle

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7992 on: 2019-06-10 07:26:57 »
I'm near the end of the game now and I've really enjoyed it so far, but I'm a little bit annoyed that all of the materia in the materia caves is hidden behind superbosses that I have no idea how to defeat. Any tips on taking them down? I think the mechanics of these fights are beyond my knowledge of the game, I've tried fighting two of them and both of them just had some moves that seemed unbeatable (9999 and blowing the character out of the fight, the Cactuars status effect that doesn't go away)

Additional question: do the new threat sidequests have similar fights?

toopz

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7993 on: 2019-06-10 09:54:32 »
hey is there way to change arrange difficulty to normal type? played 10h and game starts to feel bit too hard :D

LeOsTyLe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7994 on: 2019-06-10 10:18:26 »
https://www.youtube.com/watch?v=5KQvd7Dfkro&list=PL3B-NAl8G2fNqqQt3iSZTUOtBJ2ITDCLe

This gamer recorded almost all bossfights on arrange mode. In the description in every video he tell the weaknesses of th ebosses, what you need to know of the move pool of the boss and with which tactic he defeat them.

When you want save time, dont make them before you have access to the Planet Materia. This help much. I personaly only got Multicut, Quadra Magic and Mega All and come back for the rest after the crater.

In my opinion lvl 4 Limit Sidequests are by far easier as the materia guards. But there are other super bosses which are similar strong some weaker some stronger them the materia guards. When you fight strong bosses its total normaly you die first time or severel times. You need to learn how to fight them. Or just look the videos i linked you. Till stronger you are till less preapation you need.

Edit: The only bosses there are not on the video (if i dont overseen one) are the fight for multicut materia
Spoiler: show
just protect everyone from sleep and when you can sneak attack + barrier + mega all is always good)
and the special boss fight in battle sqaure. There is nothing important to know about this fight.

By the way dont worry to much about hard bosses and your skills. I lost almost every bossfight in the story of cd1. And sometimes i even needed 10 tries. But i improved and got better understanding how fights works. In vanilla you dont need things like barrier, added effect combos, sneak attack, counter attack etc. just ribbon, 4x cut or round of the knights. In new threat you have to use such stuff. And when i defeated them, you will too. If they are too hard skip them and make them later. After i prepered in crater like collecting ap for materias the most bosses i skiped was jokes now.
« Last Edit: 2019-06-10 10:44:59 by LeOsTyLe »

Idubaren

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7995 on: 2019-06-10 13:14:02 »
I got a question Sega Chief: you get summon materia master level, however, you can only do one summon per battle with them, is this intended or?

UpRisen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7996 on: 2019-06-10 17:14:32 »
I got a question Sega Chief: you get summon materia master level, however, you can only do one summon per battle with them, is this intended or?

Yes that is intended. Summons have a high base damage and apply status effect 100% of the time assuming the enemy can be affected. They are very powerful 1 per battle moves. You can still pair them with quad cast though.

Axel Firestorm

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7997 on: 2019-06-10 17:52:03 »
I tried out your vanilla combat installer but I noticed that the materia, for example, still showed the modifications from NT and not the original values from vanilla. Summon materia, for instance, are still 1 star mastered. What I had been asking about was a version of the game with just NT's translation and extra scenes (outside those involving NT-unique stuff) but no other changes. Sorry if I was unclear about that.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7998 on: 2019-06-10 18:50:53 »
I tried out your vanilla combat installer but I noticed that the materia, for example, still showed the modifications from NT and not the original values from vanilla. Summon materia, for instance, are still 1 star mastered. What I had been asking about was a version of the game with just NT's translation and extra scenes (outside those involving NT-unique stuff) but no other changes. Sorry if I was unclear about that.

I forgot to remove the hext folder from the IRO generation folder, I'll re-compile it.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7999 on: 2019-06-10 19:04:50 »
I updated all the links; there was a line missing from the .exes that allow enemies weak to poison, but immune to the status, to be hit by attacks of that element. Should make Rocket Town on Disc 2 easier as the elemental weakness intended there wasn't exploitable without it.

Vanilla IRO was updated with the hext folders removed, shouldn't be adjusting the exe anymore.