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Messages - rufusluciusivan

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1
Hi all! I am new here, and just installed the mod yesterday from 7th Heaven launcher. Is the RNG for Yuffie still the same here? I have been trying to get her, and at Mt. Nibel now and she hasn't spawned yet. Thank you!

Hello. You must have encountered a bug. In New Threat, Yuffie isn't optional anymore. She joins the team automatically in Kalm, after Cloud's flashback. (There's an added scene.) If you have other mods enabled on 7th Heaven, I'd wager one of them is in conflict with New Threat. If you have a save before Cloud's flashback, I suggest disabling all mods save for New Threat, and load the save to trigger Yuffie's cutscene. (Personally, when playing New Threat, I barely use other mods just in case.)

2
How about the Aerith part with jenova scene, has to be on B route or can be on both? Thanks for the info.

It's on both. And you're welcome.

3
Hello, im new here running again ff7, im checking about "new threat 2.0 vanilla combat" from 7th heaven, got interested due to the changes mentioned in script and the posible change in the temple scene.
i got a couple of questions about it, where i can find a guide for it and if with the version im using ill get access to the mentioned before, since im not really interested in the rebalance part, just the changes and scenes added. i saw some comments about A and B option, but never saw such option, and also whats the difference between them.

Im a bit lost atm, thanks in advance.

Can't speak for the vanilla combat version, but as for the difference between type A and type B:
- Type A features the vanilla storyline and boss roster but with the additional mini-bosses, bosses, scenes, and quality of life features.
- Type B changes parts of the storyline (mostly during the Midgar Arc)  and features an alternate boss roster (save for the plot-heavy ones). And also the added mini-bosses, bosses, scenes, and quality of life features.

4
I'm finding myself a little split on NT 2.0.

I LOVE 1.5; it's FF7, the game we love, but with improved combat and tons of great added content. Some of that content could have been implemented more elegantly, or went just a bit too far, but it successfully created "FF7, but with extremely engaging gameplay and tons of new bosses."

I don't feel like that statement is true in 2.0. Type A is essentially the base game with the bosses given an overhaul, but missing all the added content, and Type B is a rearranged (but not necessarily better) game with improved (but seemingly not quite as engaging) gameplay and some (but missing some of the very good) added content from 1.5.

I feel like these are all too different to be the same mod. Ultimately the best experience I've had with these mods was with 1.5; the Kaiju fight between the guard scorpion and the dragon was unbelievably cool, for instance. I feel as though many people will hear about this mod and play 2.0, as the latest update just feels obvious to use, and those people won't have as good an experience as they would have with 1.5.

Not to be massively critical to the guy who made my favorite mod ever, 2.0 is still good of course, but is there any way that 2.0 could be made a different project? 1.5 is New Threat; 2.0 should be New Path, New Vision, or something of that nature.

Sorry if I'm being too critical, I just wanted to give honest feedback while it's in my mind.

Though to be fair to New Threat 2.0, and having played 1.5 until the Temple of the Ancients, 2.0 did retain some key changes of 1.5. I wouldn't call Type A "the base game with the bosses given an overhaul". Yuffie's recruitment scene was kept, there are a couple of optional conversations added, mini-bosses and bosses have been added at key moments during dungeons
Spoiler: show
(Reactor 5's core, Floor 59 of Shinra Building, Mythril Mine, escape from Junon in front of the Highwind... (and the Guard Scorpion is still a recurring boss)
, Disk 3 features many cool optional superbosses, there is a fanmade tournament at the Battle Arena...

Now, it's true a lot of 1.5's content was sadly scrapped - I personally regret some fan-made enemy formations weren't kept in 2.0, as well as the Dark Cave which looked like an engaging optional dungeon when I glanced at a Let's Play, and I wish Tifa's, Aerith's and Cid's final Limit Breaks also had their own superboss fights. However, I prefer the more polished proposal of 2.0. Maybe it's because I started with 2.0, but 1.5's gameplay and way of balancing the fights felt clunky to me. Type A really feels like a "Final Fantasy 7 Final Mix" as far as I'm concerned. It's close to the base game, but with just enough added content and alterations to the boss' patterns to feel like a different experience for someone who played through the vanilla game many times.

Still, I can see why some people would prefer 1.5 over 2.0, and I won't deny I went wild when the XATM Scorpion and Dragon started to duke it out with my party in the middle, so it's a good thing both versions are being maintained.

5
Hello, thank you a lot for the mod!

I am currently playing 2.0, and i think i'm missing something.

Spoiler: show
I don't encounter the Scorpion Boss at the Shinra building (59th floor), with or w/o taking the elevator. Is it just removed in 2.0 ? Cause i saw it was a recurring character in a lot of playthroughs
I'm playing type B in Hard mode


Hello. If I recall well, this specific boss only appears in the Type A scenario.

6
Never used this mod before but I've seen it mentioned elsewhere that with this mod you're able to remove Cloud from the party, and that you can walk around as Tifa and Cid. Few questions regarding that:

1. Does that mean one of Cloud/Tifa/Cid are always required to be in the party, or are you also able to have others like Aeris, Red XIII, Barret, etc. lead the party? Also regardless, how does it determine who's on the field? Is it whoever's in a specific slot or is there character priority or something?

2. At what point in the game are you allowed to remove Cloud from the party?

3. Does the answers to the above questions apply to both 1.5 and 2.0 or just one or the other? (I intend to play both as I've heard there's many differences between them)

You can only remove Cloud from the party during Disc 3, after you reached the bottom of the Northern Crater. Basically, it can only be done after all the plot-related cutscenes have been played. The feature mainly allows you to be more versatile with your team for the Optional Bosses the mod added to Disc 3. (Cloud is still the mandatory party leader for the final boss.) The feature will be available in the Highwind if I recall well. There's a guy who'll ask you who you want to use as your party leader, so it doesn't depend on a specific slot.

Only Cid or Tifa can be made party leaders. I think it's related to the fact they're the only ones besides Cloud with models for some minigames such as the snowboard.

I never finished 1.5, so I can't tell if the feature is already in that mod.

7
Releases / Re: Ribbon? '????' Enemy
« on: 2024-03-14 07:39:25 »
Hi all.

Trying to find the Ribbon accessory. Doc says '????' enemy drops it but idk what that is or where it is. I'm currently on Disc 3.

Spoiler-heavy answer for those who haven't completed Disc 1:

Spoiler: show
Ribbon is dropped by the "Flower Girl" - aka Aerith's reanimated body during the Jenova-LIFE boss fight. If you spared Aerith, you don't get the Ribbon.


There may be an other way to get it - but if there is, I don't know about it. I'm hardly a completionist, so I didn't bother with most of Gold Saucer's sidequests.

8
Hello all,

Im not really a regular here but was recently looking to get back into playing original FF7 and decided to play NT.  After getting up to around wall market on type b I decided that I prefer a slightly more original / vanilla scenario and opted to start over with type a. I couldnt seem to verify anywhere else online, is Tifa joining at the start of the game and the first boss being the altered guard scorpion up stairs a universal change for NT in both scenario types or is my install bugged and not changing to the correct type when I start a new game, as these changes are present when I select type A. I understand that there are some changes to the core game with NT (which I dont mind) but just wanted to be sure before I continue playing.

My other question which is related to the above I suppose, is scenario type A ultimately faithful to the original game in terms of narrative? I love the idea of an improved for fleshed out narrative fix for the game but still want to keep it true to the original games intent. Im sure its an unpopular opinion by many, but personally I have never enjoyed any of the post psx ff7 related games / media that has come out over the years "expanding" ff7s mythos and world. I noticed in type B, the script for the game seemed to more align with things like crisis core and remake being canon, which id prefer my ff7 game to have nothing to do with that (no offense to anyone who likes CC or Re). 

Thanks

Also, in case anyone is interested, steam has a program called lossless scaling. If will inject artificial frames (interpolation) into windows, including borderless full screen games, with minimal induced input lag. It has made playing ff7 with the 60 fps mod absolute eye candy, running at "120" fps. Absolutely gorgeous.

Tifa only joins the party at the start of the game in the Type B scenario. Same with the altered guard scorpion, it's only in type B. If you have these in Type A, then there is a bug. (Note however that in Type A, the guard scorpion comes back for an other round when you escape the Reactor, right after you save Jessie, trying to stall for time. And that's not a bug.)

Type A is faithful to the vanilla scenario - mostly improving the dialogues. It adds a couple of boss fights / mini-boss fights and a few scenes or dialogues here and there (most of them optional), but there isn't any wide change like in the beginning of Type B - with one exception: There is one potential big divergence at one point (roughly taking place in the middle of the story), but it's optional, so you can choose if you want a 100% faithful story or an altered one. I'll be using a spoiler tag because, while it's a well-known addition of the mod, if you went in blind it would be a shame to ruin the surprise. If you don't want to spoil yourself, just know that this change is optional, and it's easy to avoid triggering it. (It requires to act a certain way during a specific boss fight - and the solution will look pretty obvious once you reach the part.) The spoiler-y explanation:

Spoiler: show
During the fight with Jenova-LIFE, you can save Aerith's life if you defeat the boss without killing Aerith when Jenova re-animates her body to fight alongside it. If you want the original story, you just have to kill the re-animated Aerith, which isn't very hard because she doesn't have a lot of HP.

9
Wow really appreciate your spoiler-free feedback. I'm so torn between which type to choose but you seem to like Type A more. I haven't played the remake yet (not happy about Square-Enix splitting it into multiple games and padding each game out), so I won't understand any shout-outs to the remake in Type B. I guess I will go for Type A. Anything else you wanna share (spoiler-free) as tips and/or hints to enjoy the play-through more?

You're welcome. I'm glad I could be of help.

I share your sentiment about the Remake. In my opinion, FF7 Vanilla is timeless first and foremost thanks to its pace. Even nowadays, I think it's still one of the best-paced videogame stories I've ever experienced. The Remake features cool moments, but that's what YouTube videos are for. (If anything, the scene in which Aerith beats up a goon with a chair makes the existence of the Remake worth it.^^)

There are hints I'd like to give, but then they would be spoilers.

I'd have a few tips to help you better experience the game, but they're pretty basic, as I said I'm a casual player. So I apologize in advance if you already know them.
- Version 2.0 emphasizes competitive balance and team building. The SP point system, and the revamped Materia and weapons with their bonus and malus to stats, give a lot of freedom when it comes to character building. However, turning all characters into Jack-of-All-Stats is not necessarily a good idea. It's notably preferable to have at least one character specialized in Magic and one specialized in Physical attacks (and speed) in the team. The game and Sega Chief on this very board stress the point several times.
- Similarly, before a boss fight, it's best to think a little of which character will do what. No need for long complex strategies either - at least on average difficulty. But make sure you have selected one character whose main role will be to heal and cast the buff spells. (A good chunk of the bosses are more aggressive, and deal more damage.)
- The Summon Materia are among the best ways to alter stats for your character builds with their high bonus and malus. For instance, Choco-Mog makes its wielder more fragile, but gives boosts in Strength and Dexterity any physical hitter will want. Try to not sell old weapons. Sometimes, they have interesting stat bonuses.

I'll end with more precise hints.
- Destruct is a must for almost any boss fight - in New Threat bosses love to buff themselves with Barrier and/or M.Barrier. It may sound obvious, but I remember Destruct was so useless in the vanilla game that it took me the better part of my first playthrough to finally take the habit to use it.^^
- Dexterity is your most important stat. It's the one that governs the speed of your ATB gauge. No matter what build you choose for a character, try to not lower it too much. Or if you lower it with one Materia, compensate the loss. (Some of the Materia who raise Magic or Strength the most also lower Dexterity.)
- Haste is a cool buff, but it also speeds up your other positive status effects. If possible, it's preferable to give Dexterity boosts with a Materia or equipment. (When a character has a high Dexterity, it's as if they permanently have the Haste status effect without its drawbacks.)

Hope you'll enjoy your playthrough!

10
Thank you both for the feedback. Yes I also read some people prefer 1.5 more than 2.0. However, since the creator is telling me to go with 2.0, then this is what I will do. Should I go with Type A or B? To be honest I don't remember much aside from the major story beats, but is one Type harder than the other? Is there already a significant difference in story and battle/enemies in Type A from Vanilla? Or should I go with Type B? Does Type B have any major additions that I will miss out on if go with Type A (extra battles, secrets, materia/spells/weapons/etc)?

You're welcome.

When it comes to difficulty, Type A and Type B felt pretty similar to me. I remember having a slightly easier time in my Type B playthrough, but that was also because at that point I had finished Type A, and I had a better understanding of the strategy to use.

If you only have a vague remembrance of Final Fantasy 7's original plot, I'd recommend Type A. Type B rearranges the events of the Midgar Arc and includes shout-outs to Final Fantasy 7 Remake, so I think it's best experienced when one has a rather clear picture of the original plot. My advice would be to do a Type A playthrough, and then try (at least) the Midgar Arc of Type B to see all the differences. (Minor grips against Type B aside, the amount of work Sega Chief invested is stunning, and deserves to be praised and experienced.) You can of course keep on playing Type B once out of Midgar to see the alternate boss roster, but know that outside of boss fights, there won't be much difference with Type A.

All the major additions are available in both Types. (Save of course for the alternate Midgar scenario and boss roster which are exclusive to Type B.) The biggest plot change (no spoiler) which can be unlocked after the Midgar Arc is available in Type A and Type B. Same with the scenes that are altered after said arc (like Yuffie's and Vincent's recruitments or the Junon escape in Disk 2.) They are the same in both types.

When it comes to random battles, Version 2.0 only features the vanilla formations whether you play Type A or B - albeit with slightly different patterns to make them a bit more challenging. Only version 1.5 drastically changes the random battle formations.

There is a significant difference in Type A in my opinion already, in the sense that the original bosses have been altered, and most of them feel like different fights. (Not hugely different, of course, but they for sure require more strategy and management of your characters than their vanilla counterparts.) One instance that's not too-spoilery: Air Buster went from a complete joke to a decent challenge and one of my favorite boss fights because it's been made durable enough to withstand a good chunk of attacks, and strong enough to deal higher damage, so that it can take advantage of its shtick of counter-attacking. Type A also adds from time to time mini-bosses and bosses at some key moments (some of them optional, some of them mandatory). Once again, I don't want to spoil their arrival, but there is a decent number of them all things considered. From memory: 2 or 3 during the Midgar arc, 3 for the rest of Disk 1, 4 in Disk 2 (I'm counting mini-boss fights against squads of elite troopers), and a good chunk of new optional superbosses in Disk 3.

However, if you want truly different boss fights that happen regularly, then Type B features that. (Plus, some of the added mini-bosses and bosses are also featured in Type B. And of course all the superbosses are.)

11
Hi Sega Chief and all,

I have played and finished FF7 a loooong time ago and I'm thinking of giving it a new play-through with New Threat. My question is what do you guys recommend? 1.5 or 2.0? And which mode? I don't really care if the story diverges greatly and I love hard games as long as it's not HP bloat. I started to test out version 2.0 and it was cool to see how things diverge right at the beginning with a certain someone joining right away in type B. So please give your feedback on which version I should play and please elaborate without any spoilers! Thank you for the amazing work on this project!

Hello! I'm not a veteran of this Board, but for whatever my advice is worth, here's a quick feedback:

As a casual player who discovered New Threat late, I'd recommend 2.0.
Version 1.5 has more radical changes, notably other enemy formations and optional tournaments and an optional dungeon, but is rougher gameplay-wise in my opinion. Version 2.0 is closer to the vanilla game, but also a lot more polished, and I prefer 2.0's approach when it comes to re-balancing the game.

I'd recommend Type A (adjusted vanilla story) over Type B. Type B has a lot of merits, but its beginning can be a bit misleading. I'll try to explain it without spoilers: What I mean is that the kind of major tweaks of the plot such as the one you mentioned only take place during the Midgar arc. The rest of the story features an alternate boss roster (save for some plot-important bosses), but follows the tracks of the vanilla story (save for one or two minor details). There are a couple of big changes after the Midgar arc, but they can also be encountered in a Type A playthrough. Type A features enough differences with the vanilla game for the experience to feel different (the familiar bosses have altered patterns, a couple of mini-bosses and bosses have been added at some moments, the dialogues have been improved to clarify the story, plus a couple of changes that would be spoilers...).

I'm playing with the normal difficulty. For someone who never tried any hard mod and whose only experience with ff7 is the vanilla game, the midcore approach of New Threat means I was able to beat most bosses on my first try, albeit sometimes with difficulty, save for a couple of ones for which I needed two or three tries. However, I can't say what the hard mod of New Threat is worth.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-17 13:15:44 »
Hello everyone! Got in the mood to play some FF7 again just for fun. Still having a blast.^^ I think the idea Seraph Sephiroth mentioned to add a quick scene with Cait Sith #2 and then later an other with the spoiler-y character at the City of the Ancients is great. I just fought Demon Wall. I don't know if I didn't update my New Threat correctly, but I didn't come across Cait Sith #2 at Gongaga. (Type A playthrough by the way.) Did someone else already try that part?

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« on: 2023-08-21 05:30:10 »
I uploaded an installer here, with the fresh import on the whirlwind maze field: https://mega.nz/file/boMjTZYS#i1Vzu07SFArJ864lKr-xU5PQxnsFL8eTQ_fSF2KNAWA

Wow, that was fast. I hope it didn't take too much of your time... The installer worked perfectly. Thanks a lot!

And while I'm at it, I launched a Type A save before the Mythril Mines, and can confirm the Rude and Elena encounter is once more working normally. (And when I tried the 2.0.9994 update, so was the part when Yuffie joins the team during the Weapon Raid).

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« on: 2023-08-20 20:39:38 »
Quick question. Am I the only one who's having trouble installing v.2.0.9995? Until now, I was updating my old version in the FF7 SYW launcher with the installer. Since copy-pasting the 2.0.9995 files makes the entire launcher crash, I changed my steam game's language to English and tried updating it with the new process (dropping the contents of the new threat folder directly in my install directory), but it keeps starting the Vanilla version of the game...

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« on: 2023-08-08 20:00:07 »
Indeed I enjoyed it.

Also, I've encountered a bug during the Junon Weapon Raid. When I have only Barret and Cait Sith in my party, during the encounter with Yuffie. At one point, when Yuffie is supposed to move, she remains blocked by Barret's sprite and the game is softlocked. It happens after Cait Sith says: "They stopped us from getting to her. We'll need to try again later..." Yuffie then starts walking, and is blocked by Barret's sprite.

I tried two more times by having Barret arrive in a different part of the screen, but the bug happened each time. Does anyone else encounter the same problem?


16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« on: 2023-08-08 08:18:54 »
Hello. I found this mod a while ago, did three playthroughs (two of Type A and one of Type B), didn't have a Qhimm profile before, but I knew I had to create one just to leave at least one comment about your awesome mod.

The short version is: Thank you so much for having created this mod. It really feels like a "Final Mix" version of Final Fantasy VII. I played the vanilla game dozens of time, and discovered your mod at a perfect moment - years after my last playthrough, when nostalgia was motivating me to return to FFVII's universe once more. Revisiting the story with an improved translation and discovering all the little things you added here and there had been a pleasure.

Now, to elaborate a little.

As far as gameplay is concerned, I'm a casual player. I played through the vanilla game dozens of time, but never bothered with the Gold Saucer minigames or the Chocobo sidequest, and I never tried to find the Materia combos and weapons that can one-shot the secret bosses - which outside of Ultimate Weapon I never tried beating either. And I played this mod on the Normal difficulty. I mention that to say that, from a casual player's standpoint, the difficulty and balancing of the game are pitch perfect. (And I realized I've played for the longest time with a rather old version - 2.0991 - so I suppose it's been even more polished now.)

I appreciate that you gave enemies and bosses new abilities (or changed the effects of some of their abilities) to make them more challenging, without becoming overpowered. The boss fights feel like a decent challenge, but one that can be overcome as long as the player knows what they're doing, and remembers that buffs, micro-managing the healer, and good character builds are the key to win. In that regards, Jenova-DEATH is my favorite fight. Among the non-optional non-final bosses, it's the one which gave me the most trouble; but once I figured out its gimmick, it became my favorite boss fight. I just love how this fight put to the test my knowledge of the game's mechanics and my strategy, what with it being an endurance match. I have a save file just before it to be able to do it at will... The fights with the TURKs are also great moments. It really feels like I'm fighting versatile opponents with a wide array of techniques (thanks to some details such as them using Turk Antidote if I try to poison them, or Rude using Turk Heal when low on health to also cast fury, which changes a bit the strategy of the fight). Bottom line, the mod's goal was to reach a midcore difficulty, and as far as I'm concerned, it's a success.

I love the way the mod changed the Materia and Weapons to allow for more customization. It took me a little time to adjust to the system, but after I did, I had a great time finding good combinations and assigning roles to my party members. The rebalancing and changes of the abilities are good, and so is the idea to add new Materia.

Little anecdote, I rarely bother with self-imposed challenge, but this mod managed to motivate me to do one. On my third playthrough, I tried stealing and morphing all the bosses. It gave the fights a slightly different edge, and it was a ton of fun.

All the quality of life changes - the possibility to skip some long flashbacks, receiving the Enemy Away Materia early, the NPC that spawns every time there's a new Fort Condor battle,
Spoiler: show
the possibility to have a way to get a Gold Chocobo without doing the tedious breeding sidequest
, and so forth - are appreciated.

The main appeal of this mod to me was the improvement of the translation and the additional content. And boy did it deliver!

I won't pinpoint all the instances of you clarifying or improving the dialogues, or else this comment might turn into an essay. I'm just going to say that it was a real blast to revisit the story with a clearer version. It's often little details, but for instance the mere fact the dialogues clearly explain
Spoiler: show
everything about the Reunion and the fact Jenova is impersonating Sephiroth
make the experience better. I also like how you took the liberty to tweak some dialogues to slightly change the meaning of some events, but while retaining the characters' personalities. For instance, I like how Shinra's actions during the Midgar arc are given a slight different meaning because in your version they are aware that Midgar will soon become unsustainable, and their fight against AVALANCHE is also a way for them to divert the citizens' attention so that they have enough time to accomplish the Neo-Midgar project. It gives more sense to their actions at the Sector 7 pillar. Your way of writing is also good in that it stays true to the characters' personalities - especially when it comes to Aeris' dialogues.

To me, the biggest asset of the mod is the additional content. Once more, I won't pinpoint all the specific examples I liked, I will just say that discovering all of these additions was my greatest pleasure when playing through the mod. Bosses and mini-bosses have been added at perfect moments. The Guard Scorpion becoming a recurring boss and running gag was cool. When playing the vanilla game, I remember sometimes thinking it would have been cool to have boss fights at some key moments of the game (Floor 59 of Shinra building, end of Mythril Mines, at the end of the Junon Weapon Raid in front of the Highwind), and this mod gave it to me.

Of course I also enjoyed the additional scenes. My favorite one is
Spoiler: show
the moment when Yuffie attempts to rob the party
.

The new sidequests and optional bosses were a ton of fun. I almost wish there were more additional dungeons like
Spoiler: show
the return to the Gi Cave
, or that
Spoiler: show
the fights between Tifa and Zangan or for Aeris' fourth Limit Break
had been kept. I loved the cameos at the end of the Special Fights of the Battle Arena.

Finally, one additional content I especially liked was the 'talk to party in towns' feature. It doesn't look like much, some may think it's cosmetic, but I think it did SO MUCH to flesh the characters out. I like FF7's characters, but the original game also shows its age when it comes to its way of handling them. After a while, once their arc is resolved, and outside of the occasional key moment, most of the characters disappear into the background, and only briefly show up for group conversations. Your mod's feature allows to feel like they're more present.

A quick word about the Type B scenario. I made the mistake of doing it right after my Type A playthrough. Therefore, I adored the Midgar Arc, and did the rest of the game on autopilot to see the alternate boss roster. Though I'm not reproaching anything - the changes of the Midgar storyline alone are a great thing, and must have needed a ton of work. I confess however that I prefer Type A's approach of keeping the original story's event progression and improving it. Still, the two scenarios are a testimony of how much work has been put into the mod.

I'd like to finish by discussing in more details a very spoilery addition:

Spoiler: show
I'm of course talking about the possibility of saving Aeris. It's in my opinion one of the best features of the mod, because you took the time to integrate it into the story, and her into the events. It really gives me the impression to play an alternate version of the story. In my opinion, save maybe for one or two details, it's perfectly integrated in the general story and doesn't create plot holes.

If I had one suggestion, it would simply be to expand a little the scene of the aftermath after the events of the Forgotten City, the one when the entire party is gathered in one house with Aeris resting on the bed. In the mod, it's the only part where I think Aeris' inclusion raises a plot-related problem, as nobody asks her what she was trying to do. The idea I propose would be to have Aeris wake up, the other party members are happy, and ask her what she attempted to do, which she explains. (Bottom line, she gives them some of the information she'll also remind them later at Cosmo Canyon. She tried to ask the Planet, they mentioned Holy, but they weren't clear on what it was exactly or how she could cast it. The altar felt like a dead end to her.) Cloud and the others would conclude her attempt was a failure/dead end, since the access is now blocked once again, and Cloud (influenced by the Jenova cells) would therefore impose his idea to go north and kill Sephiroth. However, I don't know if it's feasible. I recall reading one of your comments in which you explained it's very tricky to add new dialogues because of the way text boxes are coded in the original game...

Anyway, minor nitpick aside, your mod is the thing that made me like Aeris and use her in my team. In the vanilla game, I've always felt neutral about her. I thought she was a good character, but far from my favorite, and since I knew she was going to die I never used her in my team. However, since in New Threat there is an alternate story with her surviving, it made me use her as much as possible in Disks 2 and 3, to see all the new content. And I realized just how powerful she could be as a mage... (In the vanilla game, I've always thought she's too specialized for her own good; but since your mod encourages to specialize the party members, she fits like a glove...) Plus, I adore your way of writing her. Like many I think, I cheered widely when she gave Scarlet the chair (loved that reference), and I adored the optional conversation with her after the Zack flashback - the moment in which her writing is the most spot-on. After my first playthrough of New Threat, Aeris barely left my team... To the point I still have to force myself to do a "regular" playthrough of the original story with her perma-death now...


Final random anecdote. I played some parts of the game with my brother in the same room. When Diamond Weapon made a JoJo reference, we went wild. :P Just a final example on how little details are the salt of this mod.

To conclude, I'm impressed (and delighted) to see you're still working on the mod in order to add and improve its content. I confess I updated my version yesterday just to play through the Junon Weapon Raid once more. It's one of my favorite moments of the vanilla game, so I loved how you expanded on it. But I probably will do an other full playthrough at some point, because I'm curious to see what is the "secret encounter" which was made unmissable. I have a hard time picturing what it is...

Apologies for the long comment. :D I wanted to write it for a long time, so once I started it, there was no stopping me. Once more, thank for this mod and for all of your hard work.

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