Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4968468 times)

El Grillo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10350 on: 2020-09-09 04:51:10 »
Bug report for 2.0.94. When I talked to Barret in Kalm to pick up Catastrophe, his model got stuck in the walking animation and the game soft-locked.


nirwanda

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10351 on: 2020-09-09 14:19:10 »
So, small thing, the "New Threat 2.0 Enemy Drop/Steal/Morph Google Spreadsheet" link takes you to the doncumentation download instead.

LeOsTyLe

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10352 on: 2020-09-09 17:27:36 »
So, small thing, the "New Threat 2.0 Enemy Drop/Steal/Morph Google Spreadsheet" link takes you to the doncumentation download instead.

Here is the right link: https://docs.google.com/spreadsheets/d/1-BJ9-sh2_40sI3MEf_MW5zIcXMtJ2kjSayYqYZG5iL4/edit#gid=1491095248

And here is another Docu created by a user called wdx: https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit#gid=0

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10353 on: 2020-09-09 22:46:20 »
Bug report for 2.0.94. When I talked to Barret in Kalm to pick up Catastrophe, his model got stuck in the walking animation and the game soft-locked.



I think I fixed it for Cloud, but not for Tifa or Cid; when talking to him as either of those two, try to be away from the desk. I'll catch this on the next patch.

Here is the right link: https://docs.google.com/spreadsheets/d/1-BJ9-sh2_40sI3MEf_MW5zIcXMtJ2kjSayYqYZG5iL4/edit#gid=1491095248

And here is another Docu created by a user called wdx: https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit#gid=0

My bad, I overwrote the wrong link; have corrected.

ArsusFH

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10354 on: 2020-09-09 23:45:09 »
Hey,

So i was just playing through the game (currently at rocket town) and i noticed some stuff that i´m not entirely sure if they are meant to be.
Firstly in the SP menu, Aerith is the only character that can only upgrade twice, every other character can upgrade up to 4 times;
Secondly, i´m not sure why but when i went to the reactor in Gongaga, the Lich GT fight didnt trigger... im not sure if there has to be a requirement for that fight to happen;
Finally, i read in the documents that Materia Keeper should drop an Edincoat and i didnt get it. I stole from him an earth mallet, could that have been the problem? like can you not get drops if you steal.
Other than that, im loving the new version so far Great work!

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10355 on: 2020-09-10 06:21:03 »
can you not get drops if you steal.
no drop when steal from any particular enemy.
if theirs a group thou its possible to get drop steal and morph from the one fight. 

LeOsTyLe

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10356 on: 2020-09-10 15:15:53 »
Hey,

So i was just playing through the game (currently at rocket town) and i noticed some stuff that i´m not entirely sure if they are meant to be.
Firstly in the SP menu, Aerith is the only character that can only upgrade twice, every other character can upgrade up to 4 times;
Secondly, i´m not sure why but when i went to the reactor in Gongaga, the Lich GT fight didnt trigger... im not sure if there has to be a requirement for that fight to happen;
Finally, i read in the documents that Materia Keeper should drop an Edincoat and i didnt get it. I stole from him an earth mallet, could that have been the problem? like can you not get drops if you steal.
Other than that, im loving the new version so far Great work!

Aerith gets later 4 Upgrades like everyone else. To the Boss in Gongonga Reactor. Are you in Type A, maybe? I was in Tyoe B and had a boss.

ihavetubes

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10357 on: 2020-09-10 15:59:43 »
great mod just having a problem with the screen turning black during battle. Anyway to fix this? thanks https://www.youtube.com/watch?v=jKIl-NHgUiY

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10358 on: 2020-09-10 22:38:12 »
Just found out using curse ring on Tifa makes this mod super easy on game b, her special ability grit completely negates the effects of the curse ring she does not die after the countdown hit zero. So afterwards if needs be put deathforce on her and she is practically invincible, so only remove or whirl sand having effect on her.  8)

SirDrD

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10359 on: 2020-09-11 08:00:47 »
Playing final fantasy  vII and this mod again and love it. Everyones inate abilites, revised limit moves,  and specialized weapons is a lot more interesting the the class system (white mage, black mage,etc ) of other games.  Yet each character plays different.  Here are some comments:
- Clouds innate is interesting and a lot of fun. But it seems too lead him towards a cover/vitality build, and he is supposed to some one who is versatile in both attack and magic.  It is a fun ability, just not sure if it is on the correct character.
- I like how caa vastly change character stats by what items and materia they have on them. 
- Type B story was a lot of fun, especially the long stretch with cloud and Aeris. And i found the Aeris dialog hilarious.  "Yes Don Corneo is a bit shady. But don't worry , if he tries anything we can just beat him up."  She is the best. 
-  I haven't really got much past Midgar yet, but here is some miner story errors that felt a bit odd. When they all in those jail cells, Barret talks about reforming avalanche when all the members are still arround. And Tifa and Aeris were acting like friends, when they barely had even met yet,  and Tifa would have had no idea who this girl actually is. And outside of Midgar, Barett  still seemed to think it was Aeris mother who hid Marlene.
- If you are going to be making more changes to the story, a couple things I would like to see is a more integrated way for Yuffie, and Cait Sith to join the party, instead of them just deciding to tag along and the others are okay with it despite them not seeming trustworthy.  It was just hard for me to get attached to them, because they didn't seem like they belong.  I don't know if you changed anything in the gold saucer but,  with Yuffie it would be fun if they run into her a few times (such as with a mini quest where they have to find her after she steals the chocobo Lure from the farm) before they finally let her join after she has proven herself in some way.  But that is just a fun idea. Do what inspires you.
- With hard mode I didn't like the idea at first of no Gil. But after playing it , the fact you have to work for everything seems more rewarding.
- The tournament that cloud and aeris competes in was a lot of fun. It took me a number of tries to figure out a way to beat it. It was more fun then just bosses.  Bosses with minions, or just regular enmies presented in harder ways, is a good alternative from just over powered boses.   Such as  a battle where you fight wave after wave of some animal type enemy, or battles where minions can keep summing each other and you have to find some way to kill them all at once. Just again for ideas. You can have difficult 'boss fights' without a boss to add variety.
- Oh and Aeris is awesome.

SirDrD

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10360 on: 2020-09-11 08:42:24 »
And here is my opinion on making a hard mode.   It is difficult to balance while the character can just use an unlimited number of items. In particular ether and healing take away from strategy. The moment you don't have ether potions, you need to be more strategic in your use of magic. And healing potions just feel like cheating.

I had the most fun, and the most challenge when I played with restrictions on the number of items characters use in battle.I treated it instead of having access to this dimensional space that allows for unlimted items, they could only carry a few items on their belt.  It work best when I said the party could only use each type of item once in a battle. So they could use at most one potion, one ether, one grenade etc .  It really forced me to be more strategic with magic, and items. Barriers in particular I had to limit as they use a lot of mp.And I was using items which I had  never used much before such as spider web etc, to help get me through battles. It made me more reliant on items, while also limiting their use.

I know the above is immposible to implement. But I don't think you can make a hard mode,  without limiting item use. But the following should be more doable:
- potions and ether are only usable on save points, forcing carefull conservation of resources as you try to make it from save point to save point.This can also encourage use of different items such as grenades you wouldn't use otherwise.
- If this is possible have it so that each character can only use the item command once  per battle. After they use an item, it dissapears as an action command in their menu. You could also have some special  materia that gives more uses of the item command per battle. (an extra use to begin with, and more as it levels up.) But potions have to be removed as battle items for this to work, or else that one item will always be potions.
- and phoneix downs should count as a potion too. So they only can be used at save points.

Gizzy

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10361 on: 2020-09-11 11:04:16 »
And here is my opinion on making a hard mode.   It is difficult to balance while the character can just use an unlimited number of items. In particular ether and healing take away from strategy. The moment you don't have ether potions, you need to be more strategic in your use of magic. And healing potions just feel like cheating.

I had the most fun, and the most challenge when I played with restrictions on the number of items characters use in battle.I treated it instead of having access to this dimensional space that allows for unlimted items, they could only carry a few items on their belt.  It work best when I said the party could only use each type of item once in a battle. So they could use at most one potion, one ether, one grenade etc .  It really forced me to be more strategic with magic, and items. Barriers in particular I had to limit as they use a lot of mp.And I was using items which I had  never used much before such as spider web etc, to help get me through battles. It made me more reliant on items, while also limiting their use.
I know the above is immposible to implement. But I don't think you can make a hard mode,  without limiting item use. But the following should be more doable:
- potions and ether are only usable on save points, forcing carefull conservation of resources as you try to make it from save point to save point.This can also encourage use of different items such as grenades you wouldn't use otherwise.
- If this is possible have it so that each character can only use the item command once  per battle. After they use an item, it dissapears as an action command in their menu. You could also have some special  materia that gives more uses of the item command per battle. (an extra use to begin with, and more as it levels up.) But potions have to be removed as battle items for this to work, or else that one item will always be potions.
- and phoneix downs should count as a potion too. So they only can be used at save points.

How about reducing the effect of items in combat? Lets say potions heal 300hp in field and only 100hp in combat, ether heals 50mp in field and 25 in combat... Something like that. Just make it less profitable/exploitable early game. I second the idea of pheonix feathers being removed as field/battle item to make revive magic more valuable. Or make them a rarer item to counter the spam.

I dunno about the idea of restricting item command to single use tho... I feel like a big part of the strategical possibilities would be erased this way. Item usage doesnt consist of healing items alone. Just remove the w-item bug and tweak some of the items in general for hardmode imo

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10362 on: 2020-09-11 14:30:24 »
Hey,

So i was just playing through the game (currently at rocket town) and i noticed some stuff that i´m not entirely sure if they are meant to be.
Firstly in the SP menu, Aerith is the only character that can only upgrade twice, every other character can upgrade up to 4 times;
Secondly, i´m not sure why but when i went to the reactor in Gongaga, the Lich GT fight didnt trigger... im not sure if there has to be a requirement for that fight to happen;
Finally, i read in the documents that Materia Keeper should drop an Edincoat and i didnt get it. I stole from him an earth mallet, could that have been the problem? like can you not get drops if you steal.
Other than that, im loving the new version so far Great work!

If you're on Type B the Reactor fight is intended to trigger instead of the Turks, if you were on Type B (and assuming you went to Gongaga before Cosmo Canyon) then there must be some way to make it not appear that I'll need to track down.

great mod just having a problem with the screen turning black during battle. Anyway to fix this? thanks https://www.youtube.com/watch?v=jKIl-NHgUiY

Not seen that before, I want to say it's related to the graphical mods in some way as NT shouldn't really affect the lighting. I suspect that the 'flash' made by a critical attack is perhaps causing it (or rather, the lack of a flash).

Playing final fantasy  vII and this mod again and love it. Everyones inate abilites, revised limit moves,  and specialized weapons is a lot more interesting the the class system (white mage, black mage,etc ) of other games.  Yet each character plays different.  Here are some comments:
- Clouds innate is interesting and a lot of fun. But it seems too lead him towards a cover/vitality build, and he is supposed to some one who is versatile in both attack and magic.  It is a fun ability, just not sure if it is on the correct character.
- I like how caa vastly change character stats by what items and materia they have on them. 
- Type B story was a lot of fun, especially the long stretch with cloud and Aeris. And i found the Aeris dialog hilarious.  "Yes Don Corneo is a bit shady. But don't worry , if he tries anything we can just beat him up."  She is the best. 
-  I haven't really got much past Midgar yet, but here is some miner story errors that felt a bit odd. When they all in those jail cells, Barret talks about reforming avalanche when all the members are still arround. And Tifa and Aeris were acting like friends, when they barely had even met yet,  and Tifa would have had no idea who this girl actually is. And outside of Midgar, Barett  still seemed to think it was Aeris mother who hid Marlene.
- If you are going to be making more changes to the story, a couple things I would like to see is a more integrated way for Yuffie, and Cait Sith to join the party, instead of them just deciding to tag along and the others are okay with it despite them not seeming trustworthy.  It was just hard for me to get attached to them, because they didn't seem like they belong.  I don't know if you changed anything in the gold saucer but,  with Yuffie it would be fun if they run into her a few times (such as with a mini quest where they have to find her after she steals the chocobo Lure from the farm) before they finally let her join after she has proven herself in some way.  But that is just a fun idea. Do what inspires you.
- With hard mode I didn't like the idea at first of no Gil. But after playing it , the fact you have to work for everything seems more rewarding.
- The tournament that cloud and aeris competes in was a lot of fun. It took me a number of tries to figure out a way to beat it. It was more fun then just bosses.  Bosses with minions, or just regular enmies presented in harder ways, is a good alternative from just over powered boses.   Such as  a battle where you fight wave after wave of some animal type enemy, or battles where minions can keep summing each other and you have to find some way to kill them all at once. Just again for ideas. You can have difficult 'boss fights' without a boss to add variety.
- Oh and Aeris is awesome.

There will be some oversights in the dialogue; I correct them as people find them.

And here is my opinion on making a hard mode.   It is difficult to balance while the character can just use an unlimited number of items. In particular ether and healing take away from strategy. The moment you don't have ether potions, you need to be more strategic in your use of magic. And healing potions just feel like cheating.

I had the most fun, and the most challenge when I played with restrictions on the number of items characters use in battle.I treated it instead of having access to this dimensional space that allows for unlimted items, they could only carry a few items on their belt.  It work best when I said the party could only use each type of item once in a battle. So they could use at most one potion, one ether, one grenade etc .  It really forced me to be more strategic with magic, and items. Barriers in particular I had to limit as they use a lot of mp.And I was using items which I had  never used much before such as spider web etc, to help get me through battles. It made me more reliant on items, while also limiting their use.

I know the above is immposible to implement. But I don't think you can make a hard mode,  without limiting item use. But the following should be more doable:
- potions and ether are only usable on save points, forcing carefull conservation of resources as you try to make it from save point to save point.This can also encourage use of different items such as grenades you wouldn't use otherwise.
- If this is possible have it so that each character can only use the item command once  per battle. After they use an item, it dissapears as an action command in their menu. You could also have some special  materia that gives more uses of the item command per battle. (an extra use to begin with, and more as it levels up.) But potions have to be removed as battle items for this to work, or else that one item will always be potions.
- and phoneix downs should count as a potion too. So they only can be used at save points.


I think I can set items to be non-usable in battle (or non-usable in field menu) but it would require a separate kernel to make it work.

How about reducing the effect of items in combat? Lets say potions heal 300hp in field and only 100hp in combat, ether heals 50mp in field and 25 in combat... Something like that. Just make it less profitable/exploitable early game. I second the idea of pheonix feathers being removed as field/battle item to make revive magic more valuable. Or make them a rarer item to counter the spam.

I dunno about the idea of restricting item command to single use tho... I feel like a big part of the strategical possibilities would be erased this way. Item usage doesnt consist of healing items alone. Just remove the w-item bug and tweak some of the items in general for hardmode imo

Funnily enough, this is how potions and the other items worked in the older builds. The field menu effect is hard-coded to the .EXE so without that being patched it meant that Potions healed 300 in-battle and 100 out of battle. Could return to that maybe.

SirDrD

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10363 on: 2020-09-11 19:32:06 »
How about reducing the effect of items in combat? Lets say potions heal 300hp in field and only 100hp in combat, ether heals 50mp in field and 25 in combat... Something like that. Just make it less profitable/exploitable early game. I second the idea of pheonix feathers being removed as field/battle item to make revive magic more valuable. Or make them a rarer item to counter the spam.

I dunno about the idea of restricting item command to single use tho... I feel like a big part of the strategical possibilities would be erased this way. Item usage doesnt consist of healing items alone. Just remove the w-item bug and tweak some of the items in general for hardmode imo

Well restricting item command is probably  not that doable anyway so isn't an option.   But when i self imposed such rules on myself it didn't reduce strategy, but increased it.  As when you can't use potions it makes the other ones more necessary.   And without being able to spam some item in one battle, it requires them to be spread out. And I am just talking about early game here so far, but items like spider web, shrapnel, ghost hand, deadly waste, and more I didn't even know existed before. Now I became reliant on them, but not in any way that felt overpowering.

But there is likely no way to change the kernel for that, so it is not an option.But healing potions, ether, and phonix downs need to be greatly reduced. Otherwsie best strategy is just too sell most items , and buy ehter. And then in battle use your most powerfull magic , and when you run out, drink an ether potion. And it turns battles into a matter of endurace instead of strategy.

Try to do the first reactor mission with the rule of not using potions outside of save points. I find that now you have to watch your magic as you can't get more, balancing it with melee. And you need to use  character inates, limit  moves, and grenades to their full potential.

But anyway, I would rather have hard mode reduce healing availble, rather then forcing you to need to do it constantly.Healing all the time isn't fun.Not does it feel heroic.


Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10364 on: 2020-09-12 20:07:35 »
Just had a issue happen to me with my save, I have been playing game b normal and I have just finished the temple of the ancients. After the cut scene ended I have seem to ended up in the Ancient City at the start of disk 2, and not in Gongaga and the tiny bronco is still besides the temple area so I have no means of getting back. Not only that I have missed either 1 or 2 fort condor battles, no digging for the lunar harp and the Jenova life boss fight. HELP PLEASE  :o :?
« Last Edit: 2020-09-12 20:09:13 by Yuffie1983 »

cirric0

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10365 on: 2020-09-13 02:00:25 »
started 2.0 last night and just got to Cosmo Canyon...I'm really liking the new balances to combat compared to 1.5 but Field Battle Music (honestly my #1 favorite part of New Threat)  doesn't appear work on all screens  :( hope this gets patched later

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10366 on: 2020-09-13 05:13:14 »
Just had a issue happen to me with my save, I have been playing game b normal and I have just finished the temple of the ancients. After the cut scene ended I have seem to ended up in the Ancient City at the start of disk 2, and not in Gongaga and the tiny bronco is still besides the temple area so I have no means of getting back. Not only that I have missed either 1 or 2 fort condor battles, no digging for the lunar harp and the Jenova life boss fight. HELP PLEASE  :o :?

I can fix that save file if you send it across but it sounds very unusual. I'll check to see if there's any debug scripts sitting in there but I can't recall having a reason to jump from the temple to forgotten city.

started 2.0 last night and just got to Cosmo Canyon...I'm really liking the new balances to combat compared to 1.5 but Field Battle Music (honestly my #1 favorite part of New Threat)  doesn't appear work on all screens  :( hope this gets patched later

I'll do a sweep for it.
« Last Edit: 2020-09-13 12:23:43 by Sega Chief »

El Grillo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10367 on: 2020-09-14 00:50:57 »
Disk 3 spoilers:
Spoiler: show
I farmed up a set of mastered Elemental and Added-Effect materia to go Weapon hunting, but it turns out that was unnecessary as long as I could open with Great Gospel and then mime KotR a bunch. I wasn't quite able to beat them without taking any damage, but close enough.

Then I stumbled upon Ozma blindly, and that was quite a surprise. I attempted it a couple of times without Aerith's limit ready and got wrecked pretty hard (being at level 72, 75, and 76 didn't help  :)), but I think the same idea should work, especially if I farm to level 77 to dodge all the level-based stuff.

Anyway, I unlocked Ozma trying to get Tifa'4 level 4 limit break. I got 1 gil from playing the main theme as Cloud at her home piano and then got Ozma at the Shinra mansion piano. Does she need to be party leader or am I doing something else wrong?

PoolHandMan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10368 on: 2020-09-14 03:13:22 »


this is probably something you fixed on 2.0 but I thought it was amusing so I'm posting

in 1.5 in the dark cave sidequest, in tifa's bar, I think there should be no one here other than tifa and barret, but everyone is here. However I can't get any of them into my party, aside from tifa and barret. Did I do something wrong? I think I'll meet the rest of them as the quest continues

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10369 on: 2020-09-14 06:52:10 »
Spoiler: show

 Does she need to be party leader or am I doing something else wrong?

Spoiler: show

required as party leader.  u can change party leader after nip down the northern crater save point at the 'steps down' then head back up to the highwind. right hand NPC in the highwind save area will allow the party leader swap.


wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10370 on: 2020-09-14 06:54:29 »


this is probably something you fixed on 2.0 but I thought it was amusing so I'm posting

in 1.5 in the dark cave sidequest, in tifa's bar, I think there should be no one here other than tifa and barret, but everyone is here. However I can't get any of them into my party, aside from tifa and barret. Did I do something wrong? I think I'll meet the rest of them as the quest continues

dark cave sidequests removed in v2.
in 1.5 normally its those which find then can intertact with them to have in your party or use phs at savepoint.


Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10371 on: 2020-09-15 13:23:09 »
Hello little help please how do I get Tifa's Final Heaven please I played the tune on the piano but it not appearing.  :?

Also were do you find Ribbon please.
« Last Edit: 2020-09-15 13:59:09 by Yuffie1983 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10372 on: 2020-09-15 16:42:03 »
Disk 3 spoilers:
Spoiler: show
I farmed up a set of mastered Elemental and Added-Effect materia to go Weapon hunting, but it turns out that was unnecessary as long as I could open with Great Gospel and then mime KotR a bunch. I wasn't quite able to beat them without taking any damage, but close enough.

Then I stumbled upon Ozma blindly, and that was quite a surprise. I attempted it a couple of times without Aerith's limit ready and got wrecked pretty hard (being at level 72, 75, and 76 didn't help  :)), but I think the same idea should work, especially if I farm to level 77 to dodge all the level-based stuff.

Anyway, I unlocked Ozma trying to get Tifa'4 level 4 limit break. I got 1 gil from playing the main theme as Cloud at her home piano and then got Ozma at the Shinra mansion piano. Does she need to be party leader or am I doing something else wrong?


Odd, I'll check the trigger for both.

Hello little help please how do I get Tifa's Final Heaven please I played the tune on the piano but it not appearing.  :?

Also were do you find Ribbon please.

I think Tifa needs to be party leader for it; if you return from the bottom of the North Crater where the 3 paths rejoin then a swap feature is unlocked on the Highwind in the Operations Room (NPC on the right). If she plays the tune then it should trigger.

There's only one Ribbon in the game and it's acquired at the end of Disc 1
Spoiler: show
but only if Aeris doesn't make it.


Spotty Len

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10373 on: 2020-09-15 17:45:38 »
if you return from the bottom of the North Crater where the 3 paths rejoin then a swap feature is unlocked on the Highwind in the Operations Room (NPC on the right).

I've seen this mentioned a few times and forgot to mention it, but the feature was available for me as soon as Disc 3 started, even before going to the Crater. Now I'm not sure what would have happened if I got to the split passages point with Tifa or Cid.

EDIT: Speaking of which, going to Cait Sith's sidequest with Cid or Tifa as the leader makes Cloud's model appear on screen.
« Last Edit: 2020-09-15 17:49:49 by Spotty Len »

heretic667

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10374 on: 2020-09-17 21:07:52 »
Does this mod fix things change the text in game from MENU / SWITCH / CANCEL / PAGEUP / etc. to the actual A/B/X/Y/ buttons from an X-Box controller?

Basically does something like this work: https://steamcommunity.com/sharedfiles/filedetails/?id=179295659 ?