Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5376581 times)

justsomebody

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11825 on: 2024-09-12 17:31:36 »
Hi, I can't find the Slash-All materia. The Item & Materia placements txt says "Slash-All - Great Glacier" and the only mention I see in the patch notes is in this line, from 2.0992

Quote
-) Great Glacier: Moved location of Slash-All Materia from Mountain \ trail to Hot Springs area

(I am running 2.09998 but there is no mention of further changes in Slash-All location after 2.0992)

But I can't find Slash-All in the hot spring, where is the hot water you touch so you can get Alexander materia (which is area 11 here). Slash-All is not in the place where a materia used to be either (the mountain trail that is northwest of area 10 in that link; it's Added Cut in OG FF7, but that screen no longer has any materia)

Anyone know where is Slash-All located?

Ditto3

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11826 on: 2024-09-17 04:45:38 »
I am trying out the New Threat 2.0 - Combat only with Echo-S to replay FF7 and really loving it.
But I have question, is the AP requirements 2.0 document not updated? Because most of the AP requirements seem different than in the game, and changing to NT 2.0 pure doesn't change them. For example in the document sense costs 5,000, but in-game it costs 80,000 to master. I just wanted you to know.

I have been cheking the documents a lot to change to NT 2.0 pure when there are different materia or items to pick up in the map, that is why I noticed them. I have also turned most of the readmes into spreadsheets to make it faster, and colored the enemies one to make it more readable, specially the statuses, to not waste them.

Also isn't Dex too generous? I got Yuffie to 255 Dex upon getting her, though it is very fun still.

Thank you a lot for the mod, specially the Materia stats and character differences, every character feeling the same was one of the worst things about the original for me, and I love the innates too.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11827 on: 2024-09-17 12:58:36 »
Hi, I can't find the Slash-All materia. The Item & Materia placements txt says "Slash-All - Great Glacier" and the only mention I see in the patch notes is in this line, from 2.0992

(I am running 2.09998 but there is no mention of further changes in Slash-All location after 2.0992)

But I can't find Slash-All in the hot spring, where is the hot water you touch so you can get Alexander materia (which is area 11 here). Slash-All is not in the place where a materia used to be either (the mountain trail that is northwest of area 10 in that link; it's Added Cut in OG FF7, but that screen no longer has any materia)

Anyone know where is Slash-All located?

I think it has to be a specific path, where the route has this shape: \ instead of: /
Image of the path here: https://i.imgur.com/SoJmX7x.png

This is accessed by a specific exit point on the mountain field, which I've marked in red; it's easy to miss as people will instead take the upper of the two paths shown on the left-side of the screen: https://i.imgur.com/yVgoMe0.png


I am trying out the New Threat 2.0 - Combat only with Echo-S to replay FF7 and really loving it.
But I have question, is the AP requirements 2.0 document not updated? Because most of the AP requirements seem different than in the game, and changing to NT 2.0 pure doesn't change them. For example in the document sense costs 5,000, but in-game it costs 80,000 to master. I just wanted you to know.

I have been cheking the documents a lot to change to NT 2.0 pure when there are different materia or items to pick up in the map, that is why I noticed them. I have also turned most of the readmes into spreadsheets to make it faster, and colored the enemies one to make it more readable, specially the statuses, to not waste them.

Also isn't Dex too generous? I got Yuffie to 255 Dex upon getting her, though it is very fun still.

Thank you a lot for the mod, specially the Materia stats and character differences, every character feeling the same was one of the worst things about the original for me, and I love the innates too.

It may be that Combat Only's AP requirements are different as I think I updated the AP in a patch to 2.0 after CO was made. I weighed Dex a bit less than the other stats so it's easier to get more of it; perhaps didn't weigh it heavily enough but if it's fun then that's all that matters.

justsomebody

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11828 on: 2024-09-20 09:49:31 »
I think it has to be a specific path, where the route has this shape: \ instead of: /
Image of the path here: https://i.imgur.com/SoJmX7x.png

This is accessed by a specific exit point on the mountain field, which I've marked in red; it's easy to miss as people will instead take the upper of the two paths shown on the left-side of the screen: https://i.imgur.com/yVgoMe0.png

Ok I found it, thanks!

Another thing, are there any plans to add Morph as Well from postscriptthree's tweaks somewhere in the game? (preferably in a revisitable place)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11829 on: 2024-09-20 13:10:20 »
Ok I found it, thanks!

Another thing, are there any plans to add Morph as Well from postscriptthree's tweaks somewhere in the game? (preferably in a revisitable place)

Not at the moment

Doorflimsy

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11830 on: 2024-09-22 21:37:28 »
just wanted to ask but has anyone gotten the game locked up when finishing up yuffie boss fight with her father for the conformer. cant for the life of me think of whats causing it.
p.s: im on 2.0 and with no other additional mods

OnionMage

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11831 on: 2024-09-27 13:03:01 »
I am playing FF7 NT 2.0 A for the first time, the latest version on 7th Heaven. What a treat!

However, I think something may be bugged with either the mod or my save.

I noticed twice now, during the Gi cave boss fight and after on another battle, when RED got KO'd, enemies could target him and attack him while dead. He takes damage wakes up for a second then dies again.

I am not sure if this is related either, but I feel suddenly my game got super easy, had to switch to hard mode for the first time and it was still very easy. I was around level 31 at Neibelheim mansion, and everything was dying super-fast. Red was hitting over 1K per Bolts 2. Cloud was hitting 500+ each hit with Mug and Extra Cut (whatever that materia is called). Barret was hitting everything for 500+ using his spread shot. Granted I had fire elemental on cloud and holy elemental on Barret. The safe boss got killed in a few turns. I had 2k HP so things were barely hitting me and barret has been tanking most of the stuff anyways.

The materia keeper barely got a chance to breath.

I just feel something is off. The mod was a bit challenging at first but recently it has been a super cake walk, and I am by all means a super casual player. I have not been grinding or anything, just fighting everything without running away.

Also, I was wondering if there could be an option to have a hard mode without 0 gil penalty? I feel that having to grind for gil does not make the game hard, but tedious. I havent had to grind for money yet, since I just switched to hard because the game got very easy. But I could see that happening in the future.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11832 on: 2024-09-28 19:54:38 »
just wanted to ask but has anyone gotten the game locked up when finishing up yuffie boss fight with her father for the conformer. cant for the life of me think of whats causing it.
p.s: im on 2.0 and with no other additional mods

I think people found a softlock there in the past but I wasn't able to replicate it; my guess is that it's to do with the dialogue boxes and the speed they're closed at. I tried it slow and fast but wasn't able to recreate it at the time.


I am playing FF7 NT 2.0 A for the first time, the latest version on 7th Heaven. What a treat!

However, I think something may be bugged with either the mod or my save.

I noticed twice now, during the Gi cave boss fight and after on another battle, when RED got KO'd, enemies could target him and attack him while dead. He takes damage wakes up for a second then dies again.

I am not sure if this is related either, but I feel suddenly my game got super easy, had to switch to hard mode for the first time and it was still very easy. I was around level 31 at Neibelheim mansion, and everything was dying super-fast. Red was hitting over 1K per Bolts 2. Cloud was hitting 500+ each hit with Mug and Extra Cut (whatever that materia is called). Barret was hitting everything for 500+ using his spread shot. Granted I had fire elemental on cloud and holy elemental on Barret. The safe boss got killed in a few turns. I had 2k HP so things were barely hitting me and barret has been tanking most of the stuff anyways.

The materia keeper barely got a chance to breath.

I just feel something is off. The mod was a bit challenging at first but recently it has been a super cake walk, and I am by all means a super casual player. I have not been grinding or anything, just fighting everything without running away.

Also, I was wondering if there could be an option to have a hard mode without 0 gil penalty? I feel that having to grind for gil does not make the game hard, but tedious. I havent had to grind for money yet, since I just switched to hard because the game got very easy. But I could see that happening in the future.

The Red XIII thing sounds odd; are there any other mods enabled?

Might be tied to the balancing issues as well if something has been changed or altered by something; one way to check is to use Sense on an enemy to check its HP and weaknesses. Try scanning a Grand Horn around the Gongaga area on the world map (non-forest area), it should have these attributes;
LV: 24
HP: 760
Weak to Pierce

If this info is different in any way, then something's affected the files.

***
Edit: Thanks to C. D for the donation, much appreciated
« Last Edit: 2024-09-28 22:56:06 by Sega Chief »

OnionMage

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11833 on: 2024-09-30 21:45:05 »
I think people found a softlock there in the past but I wasn't able to replicate it; my guess is that it's to do with the dialogue boxes and the speed they're closed at. I tried it slow and fast but wasn't able to recreate it at the time.


The Red XIII thing sounds odd; are there any other mods enabled?

Might be tied to the balancing issues as well if something has been changed or altered by something; one way to check is to use Sense on an enemy to check its HP and weaknesses. Try scanning a Grand Horn around the Gongaga area on the world map (non-forest area), it should have these attributes;
LV: 24
HP: 760
Weak to Pierce

If this info is different in any way, then something's affected the files.

***
Edit: Thanks to C. D for the donation, much appreciated

Thank you for your reply! So, I ended up using an older save and just catching up again before I read your message (it was a save on the ship to costa del sol). I am already past the Nibel area, and everything seems to be working fine. I used sense on the monster, and it showed your values. I am not sure what was up with that other save, I wonder if I messed it up that one time I booted up that save with the 1.5 NT mod (but did not save over the existing 2.0 save).

That brings me to my next question. What is the best way to have saves from 1.5 and 2.0 without messing things up? Do I need to move all the saves from 2.0 outside the FF7 save folder and have it create new saves with the 1.5 mod? At some point I would like to have a playthrough of the 1.5 Arranged version but I do not want to mess up my 2.0 progress.

These are the mods I am using for reference:

Graphics:

Cosmos Limit Break
Tsunamods spell effects
Tsunamods avalanche arisen battle textures
60fps gameplay
60fps animations for ChaOS mod
Tsunamods Mini Games Upscaled Textures

Character models:

ChaOS

UI:

Tsunamods Enhanced Stock UI

World map:

Cosmos Gaia
Combined HD World

Media:

Cosmo FMV
Cosmo Memory
Tsunamods Arranged Soundtrack

Gameplay:

New Threat 2.0 Type A


OnionMage

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11834 on: 2024-10-03 13:44:38 »
Found a possible bug related to the mod.

In the temple of the ancients, when you go to the pink pool and see the flashback with Tseng and Elena. Dialog does not come up at all. You can advance the scene but no dialog shows up.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11835 on: 2024-10-04 10:42:26 »
Found a possible bug related to the mod.

In the temple of the ancients, when you go to the pink pool and see the flashback with Tseng and Elena. Dialog does not come up at all. You can advance the scene but no dialog shows up.

if you have some other field mods on try disable them. otherwise post if typeA or typeB
usually best when reporting possible bugs, to ensure all other mods are disabled when testing which helps narrow things down a lot.

save game from just before the error would also be super useful

Kitaka

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11836 on: 2024-10-06 20:07:32 »
Hey, I'm using New Threat 2.0 in conjunction with Postscripththree's Gameplay Tweaks and edited NT's KERNEL files via the WallMarket tool (mostly some starting item/materia and stat changes, with weapon description changes).

Now, the KERNEL.bin changes all work as expected, but the kernel2.bin changes (weapon descriptions) are just not showing up ingame (but do show when I'm editing the modified KERNEL.bin file via the WallMarket tool).
Any idea what could be the culprit? Would appreciate any help.

My complete mod list, for reference:
-(Tsunamods) Wizard Staff
-(Tsunamods) SYW Unified Battle Textures
-(Tsunamods) SYW Unified Field Textures
-(Tsunamods) SYW Unified Minigame Textures
-(Tsunamods) SYW Unified Spell Textures
-(Tsunamods) SYW Unified Worldmap Textures
-(Tsunamods) Enhanced Stock UI
-60/30 FPS Animations
-60/30 FPS Animations for New Threat 2.0
-Axlrose's Blender v1
-Mouth Replacer
-New Threat 2.0
-Postscriptthree's Gameplay Tweaks
-cmh175 HQ FMV Pack
-FFNx FF7 Music
« Last Edit: 2024-10-07 11:09:19 by Kitaka »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11837 on: 2024-10-08 08:02:23 »
Hey, I'm using New Threat 2.0 in conjunction with Postscripththree's Gameplay Tweaks and edited NT's KERNEL files via the WallMarket tool (mostly some starting item/materia and stat changes, with weapon description changes).

Now, the KERNEL.bin changes all work as expected, but the kernel2.bin changes (weapon descriptions) are just not showing up ingame (but do show when I'm editing the modified KERNEL.bin file via the WallMarket tool).
Any idea what could be the culprit? Would appreciate any help.

Try use New Threats IRO intact.
Extract just the kernel files then edit, create new iro just place at the very top of mod list.
7thheaven has a load order.  most likely another modification is being loaded before your own one.


Kitaka

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11838 on: 2024-10-08 12:35:56 »
Try use New Threats IRO intact.
Extract just the kernel files then edit, create new iro just place at the very top of mod list.
7thheaven has a load order.  most likely another modification is being loaded before your own one.

Thanks for the help. I understand how to do what you described in gerneral, but I'm not sure how to do it in practice.
I assume that I cannot just extract the NT2.0 files via IroNite, edit just the KERNEL.bin and kernel2.bin files to my liking, then pack only these files into a basic iro and have it work?
I'm also playing with the multi-linked slots option, so I have to edit both the normal kernel files and the optional multi-linked files.

I did all that, started a new game, and now none of the changes are actually applied (with my custom iro at the top of the load order in 7H). So I assume that I have to actually pack more that just the two sets of kernel files, so that 7H correctly loads the "mod".
Edit: never mind, I needed to also copy and modify the mod.xml file to actually activate the multi-slot materia option. It now all works as expected. Thanks again!
« Last Edit: 2024-10-08 12:54:13 by Kitaka »

Red Ahmed

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11839 on: 2024-10-10 19:48:39 »
Hello! First of all I would like to say I really love this mod! I'm playing FFVII for the first time and thoroughly enjoying it. Thank you for the hard work!

Now my problem is: I can't find the Break materia. It says in the Items & Materia Placements document that I can either find it in Midgar Raid Train Tunnel or in Bone Village in disc 3. I've apparently missed it in Midgar, and am now in disc 3 looking all over for it. But I can't find it in Bone Village. I've dug everywhere where there is supposed to be treasure according to guides. I've tried digging randomly as well, but I got nothing.

I have a small suspicion it's a bug, because I found an extra copy of Bahamut Zero by digging, despite already having it. Maybe I was supposed to get the Break materia, but the game gave me the wrong materia?

Anyone have any idea if I'm missing something here?

Raidius

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11840 on: 2024-10-11 18:46:47 »
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.

rufusluciusivan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11841 on: 2024-10-12 06:23:12 »
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.

Raidius

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11842 on: 2024-10-12 06:29:48 »
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.

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

rufusluciusivan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11843 on: 2024-10-12 19:24:37 »
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.

amatiramisu

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11844 on: 2024-10-23 21:22:21 »
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!
« Last Edit: 2024-10-23 21:24:22 by amatiramisu »

rufusluciusivan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11845 on: 2024-10-24 07:09:41 »
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.)

Kitaka

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11846 on: 2024-10-27 21:08:04 »
Hey, I've got three questions:
1: which file you have to modify to change a character's innate? E.g. if I wanted to remove "deathblow" from Cloud's innate, or have Tifa "reanimate" with 100HP instead of 1HP.

2: is it possible to change weapon models? Let's say I wanted Cloud to use the Masamune model (Sephiroth's sword) for his Yoshiyuki weapon.

3: how do you change the placement of collectible Materia on the field? New Threat changes around some of the Materia, and Type B even adds completely new placements (like Counter Attack in the first reactor mission).

thank you for the amazing mod, btw. It's really nice to have a fresh experience for the game

Bojankety

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11847 on: 2024-10-28 17:02:19 »
random question, why cant i send a personal message to Sega Chief? Im new to this forum and everytime i click the link for sending a message i just get an error.

Hi Sega Chief, ive been playing your NT 2.0 mod for months and enjoy diving into all the intricacies the mod has done for the gameplay and i wanted to share some things with you if thats ok.

Let me know. Thank you
« Last Edit: 2024-10-28 17:11:37 by Sega Chief »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11848 on: 2024-10-28 17:09:40 »
(Sorry for late replies)

Found a possible bug related to the mod.

In the temple of the ancients, when you go to the pink pool and see the flashback with Tseng and Elena. Dialog does not come up at all. You can advance the scene but no dialog shows up.

Ah yeah, that's to do with I think a graphical mod.

Hello! First of all I would like to say I really love this mod! I'm playing FFVII for the first time and thoroughly enjoying it. Thank you for the hard work!

Now my problem is: I can't find the Break materia. It says in the Items & Materia Placements document that I can either find it in Midgar Raid Train Tunnel or in Bone Village in disc 3. I've apparently missed it in Midgar, and am now in disc 3 looking all over for it. But I can't find it in Bone Village. I've dug everywhere where there is supposed to be treasure according to guides. I've tried digging randomly as well, but I got nothing.

I have a small suspicion it's a bug, because I found an extra copy of Bahamut Zero by digging, despite already having it. Maybe I was supposed to get the Break materia, but the game gave me the wrong materia?

Anyone have any idea if I'm missing something here?

I checked, it does seem to be there along with Bahamut ZERO and Phoenix; it seems to share the same dig location as the Dragoon Lance.

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.

I think vanilla combat doesn't have the Type A/Type B routes because of all the different encounters on Type B, so it just uses Type A I believe.

The Aeris thing at the end of Disc 1 is available on vanilla combat, but was modified to deal with the vanilla encounter; some dialogue appears after the battle to make the decision instead of it being done within the battle itself.

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!

Yuffie joins in a mandatory cutscene in Kalm, if shes not there then something has gone very awry, or perhaps the mod was installed after this point.

Hey, I've got three questions:
1: which file you have to modify to change a character's innate? E.g. if I wanted to remove "deathblow" from Cloud's innate, or have Tifa "reanimate" with 100HP instead of 1HP.

2: is it possible to change weapon models? Let's say I wanted Cloud to use the Masamune model (Sephiroth's sword) for his Yoshiyuki weapon.

3: how do you change the placement of collectible Materia on the field? New Threat changes around some of the Materia, and Type B even adds completely new placements (like Counter Attack in the first reactor mission).

thank you for the amazing mod, btw. It's really nice to have a fresh experience for the game

Innates are unfortunately handled through Character AI in the Kernel.bin, the tool for which does not have a ready copy-paste function (unlike the scene.bin editor for enemies, which uses the same AI editor but with extra features like that). Changing them will be a case of copying all the values into notepad, deleting them, then manually readding the desired innate one value at a time.

Weapon models can be changed more easily but requires tools like Luksy's ULGP or similar; unpacking the battle.lgp and then renaming some files should do the trick. In this case, you want to make a copy of the file called SACK (this is Sephiroth's Masamune) and rename it to RTCK (cloud's buster sword). The files that go from RTCK to RTCZ are all of Cloud's weapons and can also be replaced in this way, just bear in mind that RTCZ, the Ultima Weapon, applies some hard-coded shading effects to represent its HP property; changing the damage formula in the Kernel.bin will not disable this shading filter.

For materia placements, you use the Makou Reactor tool; there are some steps. The first is to set a group for the materia, this is to store scripts and set a model + anim to. The 2nd is to set the scripts so that the materia model is placed on coordinates on the map, and handles the interact event of picking it up and acquiring it. You can generally copy a Materia's 'group' and paste it onto another field provided there are less than 16 model groups on it already, then update the values like Group Id, add a model, placement coordinates etc. as needed.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11849 on: 2024-10-28 17:11:45 »
random question, why cant i send a personal message to Sega Chief? Im new to this forum and everytime i click the link for sending a message i just get an error.

Hi Sega Chief, ive been playing your NT 2.0 mod for months and enjoy diving into all the intricacies the mod has done for the gameplay and i wanted to share some things with you if thats ok.

Let me know. Thank you

Ah hello, the forum is a bit old so it has some security stuff to protect it against bots. I think new members can't send DMs until they've made X amount of posts in the threads or something. When you unlock DMs by posting, feel free to send one.