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Messages - Sega Chief

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1
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2024-09-28 22:57:25 »
YOOO I look forward to it! I hope it goes easily and swiftly for you!

The new tools that have been made recently by people like hobbit are helping a lot.


if need any testers before release can let know :)



Yep, will do.

2
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

3
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

4
I wrote up some instructions on how to use this tool based on my understanding of it so far, hopefully this is of use to other potential users:

1) Replace the default files within InputFiles with your modded versions of those files (m000.bin, m000.msg, etc.) and then run the Pandemona.exe. You can get the m000.bin, etc. by using an archive tool such as Deling from the game's files.

You will only see an empty CMD window pop up briefly, there is no immediate visual feedback on the processes being undertaken; there is no GUI or editor interface, this step just produces the files that we will modify ourselves in a text editor.

2) The PandemonaFiles folder will now contain files with .pandemona; open these in Notepad++ or similar and edit them.

The Resources folder contains all IDs and item names for reference; refer to these when making changes within the pandemona files.

You can edit the text, values, and other information within these files but try to keep it the same structure so that the tool can read it, and keep the length of your edited text within reasonable limits.

Bear in mind that the game uses some special text characters to save space (for instance, 'into' will appear as '\ninto', try to preserve
these specially formatted characters if you can but I don't think it's critical to do so).

3) Once the edits are complete, run Pandemona.exe again. This will convert the .pandemona files into usable game files within the
Output folder. The .bin files are data, the .msg files are the text. Insert them back into the game using Deling or a similar archive manager.

The tool's general workflow is: Read InputFiles, produce 'Pandemona' files (to be edited in a text editor), create OutputFiles from the pandemona files.

5
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.

6
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2024-09-08 16:11:30 »
Hey SegaChief, sorry to necro this thread, I was just wondering if there was any ETA on the other disks? I've been avoiding playing this until it's finished, with that said I know your IRL stuff started to take over so I don't wanna seem like I'm putting any pressure or anything, just wonder if we could get an update.

Thank you in advance and thank you for all your hard work on other previous projects.

I'm working on it a bit more now, so I'm hoping by the end of this year.

7
Anyone know what the 3 dudes in corel prison who always lie mean when they say this?

They never say it again, the music stops when they do. And starts once the dialogue box is closed.

Is it some reference I'm missing?

It's a hint toward unlocking a secret boss later in the game

***

Also sorry to all for lack of responses in the last couple of months, I fell out of the habit of checking in but will be about more regularly now.

8
Releases / Re: [FF7PC-98/Steam] - True Necrosis Mod
« on: 2024-09-07 15:32:07 »
The links are broken :( Anyone know where to download the "FF7 True Necrosis Installer - v1.21" this days?

I've updated the links.

9
1.5 was updated; I rebuilt the field that was crashing, but in order to get it under the 16 field model limit I repurposed sephiroth's sword there so it will no longer appear in the scene.

10
Hey Sega Chief, sorry to bother you. I'm playing through 2.0 rn and I'm really enjoying it, but are there any plans to release the upgraded polygon field models from NT as standalone model swaps? (Cloud with the darker outfit, Aerith with the visible white materia, etc) I really like how they look compared to the og ones and it'd be really cool if they could be used in vanilla (I still love NT though)

I set up an IRO for the field models: https://drive.google.com/file/d/1-e06yYB0inPEWxN8TXRPOfQFEzYjcXw2/view?usp=sharing

Speaking of that fight, I'm trying to use Black Chocobo to trigger that fight by going back to the areas I'm locked out of, but Black Chocobo crashes whenever I load a New Threat 2.0 save file. Does anyone know of a fix for this?

Edit: The newer versions of Black Chocobo seem to be incompatible with endgame NT saves. But I went to older versions of it and it loaded the save fine.

That's a bit concerning, I'll make sure to let people know if they run into that issue.

Hi.
I've already beaten NT 2.0 and it's pretty good. Now playing 1.5 (arriving to Corel). I usually don't like difficulty/gameplay mods because they just bloat stats, this is balanced and interesting.
But I have a question. Did you tune something about VIT, SPR and defense calculations? Because in the OG 255 defense gives 50% damage reduction (the theoretical max of 512 gives 100%, Ruby has 498 I think), so you get approximately 10% damage reduction every 50 defenses, which is pretty worthless compared to other stats (every 50 dex is like haste and even the basic attack multiplies by 16). I see that the character stats choices have a mix of VIT and SPR, and a lot of guides of NT recommend paying attention to those stats. So, my question is, did you modify how the damage reduction is calculated? I didn't find anything about it in the documentation.
Thanks for your responses and for this awesome mod! 😎👍🏻

Vit and Spr work the same way but other forms of damage mitigation were nerfed like Barrier, Sadness, and Back-Row so having some solid defensive stats should be a bit more valuable now.

Hi everybody !

I'm triying the NTM (B) for the very first time, it's absolutely awesome !

But... I need your help for a small thing : I'm looking for the Yuffie's weapon "Twin Viper", it seems it is not in Shinra Mansion anymore and I can't find it anywhere...

Somebody can help me ? Thanks in advance !

I had a look but I couldn't find it anywhere, so the documentation is wrong. I'll probably add it to the shinra mansion in the next patch as I think that's where it's supposed to be power-wise, otherwise it can be acquired from the shops in Junon after acquiring the Highwind (which is admittedly a bit too late).

11
https://imgur.com/a/NjrDynv - This is what my game looks like

https://imgur.com/a/PabvqDk - This is what it looks like on the guys youtube video.

Hello there! I hope this is the right place to be, I looked around and was brought here eventually. I'm playing New Threat, and I just got to the North Crater and fought Jenova Death, and now I can't continue. I looked up somebody playing this mod because I thought maybe the way to advance was a new way I wasn't thinking of, and all they did was talk to Tifa, and the game continued. HOWEVER, Tifa just isn't on my screen. Her dialogue during the "scene" showed up, but not her. I thought maybe she was just invisible so I clicked around her a lot, but nothing. What should I do?

I wasn't able to replicate this one; this bug was present in an older build though so perhaps this is an older build you're on or there are perhaps conditions by which the bug can still appear. I'd advise making sure the mod is up to date and to temporarily disable any other mods that may be active. If Tifa has somehow been swapped out of the party using something like save/phs anywhere then add her back in as she's supposed to be locked to the party for this section.

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


I think that one was removed in general from 2.0, but in Type B as well the additional guard scorpion encounters don't appear at all.

After replaying 1.5 I like how the summons were balanced in that game as good stat boosters to the type of build you want compared to 2.0 where the extremely heavy hit to DEX made me not bother with any of them besides Hades for stat protection
Also I really don't get why Ultima and Contain I think were locked so late to the final dungeon in 2.0. By time I got them I had no reason to really use them since almost everything was defeated

I can review the stats given on 2.0's summons and relax the Dex penalties a bit if they're too high. As for Ultima and Contain's placement, I think it depends when you do the additional stuff; I usually do the Crater first and then go for the side stuff in the base game. On Disc 3 for 2.0 there should be the materia cave fights, battle square, weapons, and an extra encounter here and there, and the final bosses for Ultima and Contain to be made use of but it depends how much of it was done beforehand.

I read somewhere, that when beating all Fort Condor battles, you get a Masamune.

I missed a couple of them and already finished Cosmo Canyon...

Is there any chance to replay them or do i have to start over again?

You do, but the battles need to be resolved either by defeating all enemies in the minigame (shack fight doesn't count) or by leaving the required funds with Fort Condor to take care of the battle. I set them to start with enough funds to cover all the battles that the player is unable to backtrack for but there's still a fair few encounters to take care of either by donating gil or backtracking to participate in the minigame.

The other way to get a Masamune is by having the guy who lives near Gongaga make one by giving him the required materials. The documentation should have the locations of these items listed.

Hello. This question is for Chief or anyone knowledgeable on the subject, but two questions: 1, I recently noticed there was an update patch, I would like to know what all changes were made. 2. What happened to the chocobo that gave players the chocobo bracelet? It's not a big deal honestly, im humbly curious on why the sudden change. I fought like 4 waves of guards before realizing it wasn't coming out anymore.

Patch notes should contain information on changes. The chocobo should still be there though, unless it's something like the Combat Only version of NT as field scripting can't be included with that version and so some encounters had to change.

Hey Sega Chief, sorry to bother you. I'm playing through 2.0 rn and I'm really enjoying it, but are there any plans to release the upgraded polygon field models from NT as standalone model swaps? (Cloud with the darker outfit, Aerith with the visible white materia, etc) I really like how they look compared to the og ones and it'd be really cool if they could be used in vanilla (I still love NT though)

Yeah, can do; I'll put an IRO together for it this weekend.

I got around to getting a Gold Chocobo on Disc 2, and running through the Materia Caverns and umm... The one near Mideel seems to have a slight bug.

This purple materia just... exists in this room and cannot be interacted with. Is this supposed to be something? or is it not supposed to be there?

EDIT:
Additionally, where was Comet moved to? The documentation for where items are says it's still in Whirlwind Maze, however I didn't come across it during my playthrough (I also didn't get any Added-Effect materias until Tifa's Piano on Disc 2). It seems the Where Items Are document needs to be updated, since I also got a Steal-As-Well materia MUCH sooner than the document says I should've.

It's just to the right of the first save point that you encounter in the whirlwind maze, south of where the newly added black cape merchant NPC is standing. It seems to be half-obscured by the rock though which isn't ideal so I may move it to be in the player's path. The backup pick-up location for Comet is in the North Crater, the left-down path.

*) A secret encounter was made unmissable and can be accessed on Type A and Type B

Spoiler: show
Is this about the Calamity fight? Are there new ways to trigger it?


Yes, but I don't actually recall making those changes yet so I'm thinking I've perhaps added that to the patch notes too early (I have two lists; pending changes and the patch notes that I copy over to once something's done; maybe I've accidentally copied that one in before it was actually done). I am planning to make the fight triggerable from all game types and regardless of where the player is progress-wise though so it'll likely be in the next patch.

12
where is Ruby weapon in this?

Also where's W-Summon?

Ruby is in the same place, but there's some conditions and RNG with his spawn condition (these are from vanilla game; I've not been able to edit the world map script):
1) Ultimate Weapon needs to be defeated over Cosmo Canyon
2) If Ruby doesn't appear in the Desert around Gold Saucer, then fight a random battle, enter a town, and then exit again; check if he has spawned. If not, repeat the process.

W-Summon should be in the Ancient Forest near Cosmo Canyon; you can access it either on foot after defeating Ultimate Weapon, or with a Green/Black/Gold chocobo.

I saw that you said you wanted to expand on Type B. Is there any chance of making the bosses as fun and insane as 1.5 Arrange? Like having to face both Lost Numbers etc. I had a blast with 2.0 Type B but also felt it was much easier than 1.5 Arrange, even on Hard mode with no sources.
I'm at a divide where I love the improved combat mechanics of 2.0, but miss all the extra bosses and sidequests of 1.5

Yeah I'd probably take a second look at the bosses in Type B; that mode in general was made in a bit of a rush.

I'm missing 1 magic materia, which one is it?? i see it as ???? after i sense an enemy in the crater, i got Ultima and FLARE also meteor so what is it??

It's not a spell or Materia that's appearing in the Sense text, it's an element. There's an extra element that I made use of which I called '? ? ? ?' (the agreed community name for the element is 'Hidden'). Certain spells like Shadow Flare use this element, and it acts as the opposite to Holy. Jenova bosses and anything related to that typically carry resistance to that element.

13
Hello! I played 1.5 a few years ago and I'm trying 1.5 Arrange for the first time now, and Plasma Buster is beating my ass. Anyone have any tips?

Spoiler: show
Between the two of them I just cannot seem to heal through the damage while also killing them fast enough to not run out of resources. I thought maybe focusing the left one and hitting in the back would kill it quicker but the extra incoming damage from the counterattacks just ended up making things harder.




I took a look and it seems the majority of its attacks are %-based on the target's maximum HP. I'm unsure what a good way of getting through it without things becoming resource-intensive would be, as you'd likely need to burn a lot of Potions to deal with it. It's maybe worth trying grenades as they should deal a decent chunk of damage at that point. If you need more resource while in Reactor 5, Special Combatants drop Hi-Potions or Potions, Blood Hounds drop phoenix downs (and potions with a better rate than special combatant), and Proto-Machineguns drop Grenades. Sorry I don't have much better advice than that, 1.5's not too familiar to me by this point as a lot of time has passed.


I am having some issues with crashes at the start of some specific fights.

I am playing New Threat 2.0 with 7th Heaven.

The first instance of this crash was the fight at the elevator when the party lead swaps to Aerith
The second instance was the boss fight at the cargo ship.
The third instance was the boss fight at the Forgotten Capital.

The only reason I was able to get past these fights was because I disabled new threat > did boss fight > reenabled after save point. I'm aware this might be why I am still having crashes on the 2nd and 3rd instance but I'm not sure. I've only backed up the saves for the 2nd and 3rd instance to try fix the errors with no success.

All 3 of these crashes have been the same. As soon as the fight starts, maybe around 0.5 sec into the transition, the game will force close with no error message that I can see. I've tried disabling all my other mods and left only New Threat and keep getting the same issue.

I have updated FFnx because I thought that was the issue but get the same error. Any help would be appreciated.

(Note: I have also tried the mod using the test saves listed on the main post and get the same crashes)

I'm unsure what would be causing this; are you on Type A or Type B? Also, is this the main NT 2.0 IRO or one of the variants like the vanilla combat one?


Hello. I am enjoying the Combat Only version of this mod. But I do have some concerns that only became apparent when I peaked at the changes you made to the game in the full version, some of which carry over to the Combat Only version.

Namely, that many of the boss enemy rewards were reworked. Some final weapon and limit break items are obtained that way, but a look at the readme shows that they have been moved to field events. Another issue is Cloud's Omnislash, which was a Gold Saucer reward. One thing that wouldn't be apparent from the description of Combat Only would be that "Combat Changes" also includes changes to shops, which seems like it would include Gold Saucer. It also seems Yuffie and Red's limit breaks were moved from battle rewards to field rewards.

If it is the case that these things are rendered unobtainable, then it would make sense to at least warn a potential user about it so they can be fully informed before investing any time in that version of the mod. If you have restored the original methods of obtaining endgame gear and limits, then no worries (though I'd have personally made a note of that as well).

Even if I have to give up on this mod, it was fun while it lasted. Thanks!

I'll do a once over of it to get these things set back up; sorry for the inconvenience.


Finally getting around to checking out v2.0 (Type B), and mostly enjoying it so far. However, I've noticed that a lot of the unique versions of bosses from v1.5 have been rolled back to their original iterations! I'm glad v1.5 is still around and maintained, but I have to ask: why did these get cut? One of my favorite parts about the mod was that pretty much every major encounter got a new color scheme and a new name to go with the new AI and mechanics. Midgar didn't really have this problem because of the Type B differences, but having just finished up the Boat section, I'm seeing more and more vanilla bosses. I get keeping Type A as close to vanilla as possible, but Type B really feels like the place to let loose with the wild ideas and crazy designs.

So far, a lot of the issues I had with v1.5 have been addressed in one way or another, so in terms of raw gameplay, I'm really loving v2.0. I just wish it didn't have to come at the cost of the interesting and creative boss changes!

I wanted to go back to the original bosses for Type A and do different ones for Type B; they do have the same renovation to their attacks, AI, etc. as the 1.5 bosses do but a bit less drastic and closer to their original FF7 counterparts. Type B I could maybe expand on in the future; not all bosses were swapped out I think.


Hi, wondering if someone has an answer i haven't been able to find. Im trying to get Barretts Ulitmate weapon. As far as im aware it drops from the X-ATM thaty spawns at Corel Reactor.
I'm unable to get him to spawn where he should.  I have Barrett in my party, and I've been to the bottom of the north Crater to the save point right before the end of the story.
I figure im missing something simple, but cant figure it out.

From what I can see, the only trigger is that you're on Disc 3 and Barret is in the party, both of which you have met. Are you on the regular NT 2.0 or one of the variants like vanilla combat? It'll be disabled for those.

Hi everyone.

I have been playing through the fantastic New Threat 1.5 mod and I have encountered a bug/glitch that prevents me from progressing. It appears to be isolated to one specific cutscene camera transition where the screen just goes black and the game becomes unresponsive. It occurs twice in quick succession in the early game due to the same camera angle/position being used for 2 different cutscenes and once in the endgame (so far from what I have played) and the only way to exit the game is to close the program manually.

It first happens in disc 1 Midgar when the party is climbing the Shinra HQ building. At one point (I can't remember exactly as it was a couple weeks ago this first occurred) there is a cutscene transition where we are shown President Shinra's dialogue with someone and at first we are shown the room at a wide angle - you can see the stairs coming up to the floor, President Shinra's desk and President Shinra. Right before President Shinra starts talking, the camera transitions to several feet in front of his desk, looking head on at him and the scene continues to play out. In my recent playthrough of New Threat 1.5 when I get to this point in the game's story, the cutscene starts as normal and I see the wide view of President Shinra's office but when it fades out to transition the camera position the screen stays black and the game becomes unresponsive and unplayable. I tried removing all other mods besides NT 1.5 and still I encountered this crash.

I did some searching online and found a post from a few years ago where someone encountered the same issue and was able to bypass it by saving at the last possible point before the cutscene starts, closing the game, switching installed mod to New Threat 2.0 and resuming the game. After the cutscene plays, find the closest save point and save the game, close it, and restart one more time but with NT 1.5 installed again. This did work for me and thankfully at this point in the game there is barely any progress between these 2 save points that it had no impact on anything.

This happens twice in this sequence in the story and so I encountered it again and bypassed it using the same method as before. I hoped it wouldn't be an issue again but I just recently got to the Dark Cave in disc 3 and as I have made my way through this piece of content there is a point where I am in this room again and the camera makes this same transition. The game unfortunately crashes like in the disc 1 instances but this time switching the New Threat 2.0 isn't working completely this time. I am able to start the game with NT 2.0 and trigger the camera transition but once it has repositioned nothing happens. There is no dialogue from the NPC in front of me and I am unable to interact with them. I am not sure if that is intended or not (i don't think it is) as I haven't fully played through the Dark Cave yet. I can able to move though but can't get out of the area from anywhere, not even the way I came - I am trapped essentially lol. I did make a save in another slot before venturing in there though so luckily I am only locked out of the content it seems.

I'd really like to see this quest through to the end so if anyone has encountered something similar and have figured out a way to bypass it please reply.

If not, if there is any other way I can exit the Dark Cave area without having to load another save file I am all ears. I want my Micro-Engine and LuvLuvG!

I'll see what I can do about the Shinra Building one, that's intermittently come up in the past but I'm unsure of the cause. I think it may be related to the model listings or perhaps some corruption on the field itself that I need to try and fix.

So i had a quick question. im playing the 2.0 part b version, and trying to start the Junon League. The tipsheet says to talk to the soldiers in the league hall in Junon, but when i talk to those guys, i just get the tips and advice menu, is there some other step im missing?

The Junon League was removed in the 2.0 build, it was only in the 1.5 build.

14
I remembered that I didn't get an answer to this question before.

Another glitchy thing I noticed: Cloud has equipped Counter Attack materias, and he occasionally counters the buff spells used by the other characters, such as Great Gospel, by attacking the character who cast the buff spell. Or if a character is confused and hits Cloud, he counters by beating up the character. Can you set the Counter Attack so that it's not triggered if an ally targets the character who has Counter Attack equipped?

For W-Attack, it seems it has the same random target property set as 4x-Cut. I think this is to avoid a bug that can happen with weapons that can target all enemies as part of their target conditions but I'll test it out and set 2x-Cut to be targeted again if turns out to be fine.

15
I've updated NT to fix the Type A/B New Game problem, and I've updated VC to set the correct battle for the end of Disc 1 and removed the extra encounter from the Underwater Reactor. I've also updated the Stand-alone installer to the current files.

16
Dear Sega Chief!
First of all thank you your hard works!
I'm notice 2 things with your mod:
1. If I use the mod with Thunamods Finishing Touch the expanded icon is not working. (If the NT mod is off its working again.)
2. For example in the Elemental materia (but in other materia also) the Magic def -7 is actually lowering the Spirit stat.
The result is the same but not exactly, because if its really just the Mdef reduce the Spirit is still remain the same.
Please change this lowering to Spirit -7.
i don't know there is other typos but I'm playing :)
Best regards.

I think for the finishing touch icons there needs to be a NT setting enabled in their IRO for compatibility (if one has been added); if there is no IRO option then it's incompatible.

Spirit and Magic Defence are functionally identical. If you have, say, 50 Spirit with a 100 Magic Defence armour equipped then you have the exact same total magic defence as a character with 100 Spirit and a 50 Magic Defence armour equipped. The two values are added together and have the same weight. I can try and change the text string in the .EXE though if I can find it for consistency's sake.

Hello ^^
Any ETA about the standalone installer v2.0.99993 ?
I'll need it to update the NT mod in my AIO pack (big release coming so if i can get your lastest version too, it would be cool)

Thanks for allllllll your great work about this mod !

I'll put it together today, sorry for hassle.

Hello, I would like to report a bug for New Threat 2.0 Vanilla. When Aerith dies, instead of fighting Jenova Life, I find myself fighting the two Shinra soldiers from the first battle of the game after the train.

Running 7th Heaven 3.4.0.0 (stable) with FFNx 1.18.1.0
Thanks for your time.


I prob swapped that in during testing for speed and forgot to revert it to the actual battle ID; sorry about that, I'll update the vanilla IRO today.


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.   

Type A isn't supposed to have that happen at the start, sounds like the variable that handles it has gotten toggled to enable Type B somehow. I've replicated the bug so I'll need to update the mod today to fix it.


I'd like to report a new bug on NT Vanilla 2.0. The underwater boss that should normally give Barret his last weapon is bugged. Instead, we face a goblin.

That boss blocking the reactor isn't supposed to be there; I'll remove him (assuming you mean the boss before Carry Armour).



there are 2 checks the mod tells you about to ensure kernel/scene data is loaded correctly at start of game.
check inventory see if reactor bomb is present in list, alongside first fight should be labled MP's alongside having materia differences from original.
I'd be willing to bet that your running other mods alongside. ensure check your load order. some other mods may of also had field/battle edits most likely overriding new threats scene.bin file for that fight.


This user is on the vanilla combat version which doesn't have kernel checks, etc.


Version: FF7 on Steam - NT 2.09999.7z (no other mods or mod loaders)

Probable bug:
Type B playthrough - when leaving Shinra HQ after the bike mini-game, you get thrown into fight. none of my characters have any of their materia equipped and they all start with limit break.
You are able to check and sort equipment/party before the mini game starts when it gives you directions for using the bike - everything is equipped as expected here.

EDIT: I managed to get around it, i believe pressing a certain button on mini-game instructions causes a reset to all equipped materia.

I think there's this old thing there where it performs a full unequip when using the square button or something. I'll go ahead and remove that and replace it with a different button.

I remembered that I didn't get an answer to this question before.

Another glitchy thing I noticed: Cloud has equipped Counter Attack materias, and he occasionally counters the buff spells used by the other characters, such as Great Gospel, by attacking the character who cast the buff spell. Or if a character is confused and hits Cloud, he counters by beating up the character. Can you set the Counter Attack so that it's not triggered if an ally targets the character who has Counter Attack equipped?

I'll need to test W-Attack and see what it's doing target-wise.

I don't think I can modify the way counter attack works, I'm afraid. I'm not sure where that routine lives.

Hi there! I coudn't find the underwater material. Or maybe there is an other method to remove the 20 min limit for the Emerald Weapon boss fight?

It was modified into a different materia but it still retains the 20-min countdown elimination; it can be acquired from the black-caped guy in the Mythril Mines by handing in all 12x 1/35 Shinra Soldiers (the documentation lists their locations).

17
Coming back to New Threat again after getting the itch to play OG FF7, and this time I'm using 7th Heaven instead of the other option.

Nothing too big to say so far (other than it's still amazing!), but I noticed I had picked up Added Steal much sooner than when the Item/Materia/Enemy Skill documentation says I should get it, but I forgot where exactly I picked it up from. I suspect the documentation may need an update lol (I'm in Type A for reference)

I'm mainly here to say that the nerfs to HP and MP draining moves are way too harsh across the board. I fully understand that weapons and Added Effect=Drain needed to be nerfed (along with draining attacks used by enemies), but it comes with the consequence of abilities like Osmose being borderline useless. If possible, I suggest having 2 Drain Formulas: one being the nerfed drain called Partial Drain, and the other being a 1:1 drain called Full Drain. Partial Drains can apply to most enemy attacks, draining weapons, HP Absorb, Nanaki's Blood Fang Limit (since it drains both HP and MP), and so on, while Full Drains being used for Osmose, Player Drain Spells, Nanaki's Sled Fang Limit, and other spells & abilities you feel are suited for the Full Drain property.

I'm also here to complain once more about Howling Moon still being one of the worst limits in the game lol. There really isn't any point in the game where choosing Howling Moon is ever worthwhile due to the Berserk status. Like I mentioned last time I talked about Howling Moon, random battles end far too soon for Howling Moon to be worth using (and Earth Rave will often end random battles outright), and bosses are far too dangerous to use Howling Moon against due to the Berserk. Not to mention the fact that the Dragon Force enemy skill does basically the same thing but better and on demand. My suggestion is to remove the Berserk entirely, and tweak it to give some buffs to Magic Attack in some way, like giving the party one charge of Quadra/Octa-Magic for all of their spells and either an MP Regen effect or a No MP Cost Buff that lasts for maybe 4 spell casts, if these are at all possible to implement. This would improve his Lv.3 Limits Set by giving better utility effects for the party, and make his Lv.3 Limit Set actually appealing to Magic Based Nanaki builds.

All in all, it's been a blast to play through again!

Yeah I can review the drain formula change (and Osmose), and I'll adjust Howling Moon.

Hello SegaChief, and happy Rebirth everyone!

I've seen people asking for help on reddit a few times regarding 1.5 documentation. I think this google.doc https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1476248842 was posted somewhere in this thread and I've pointed a few people to it. Seems to be correct on all things, so I thought maybe you could pin it next to 1.5 installer. Thanks! Also thanks to the amazing person/s who made that spreadsheet!

Ah thanks for finding this, I'll add it to the front post.

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!

I'd recommend 2.0 as I feel I refined it a fair bit but people tell me they prefer 1.5 as it's a bit harder and has a little more stuff to do.


18
Have updated NT and NT VC; I'll need to update the patch notes and the stand-alone installer + reunion versions later though. IROs are currently up to date.

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-25 18:27:04 »
I never picked up a gravball in the Train Graveyard. I'm not sure if I somehow switched into normal mode (and saving in the added save point in the sewers before switching back) by temporarily switching to New Threat 2.0 during that sequence, but there's no visible indication (even if it is a debug/dev functionality) that says I am still in Arrange mode. I did some level of grinding in the Trainyard (just to check to see if an upgraded staff for Aeris was stealable - I got a Dream Powder instead. I did manage to steal a T/S Bomb from Reno (as a rare drop - often got a Bolt Plume instead) and that would have never occurred to me.

The same flag is used between 1.5's Normal/Arrange and 2.0's Type A/B; hopefully the different event progression didn't mess anything up while 2.0 was active but if you're at Reno then it sounds like things should be fine. If no gravballs then just use magic attacks to eliminate the pyramids.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-25 15:33:26 »
Thanks.

I wanted to also ask (but forgot to previously) was that when I did the Reno fight during the Sector 7 plating event, that I was unable to remove the barriers with physical attacks (which was the vanilla counter IIRC). Using limit breaks that did physical damage did not appear to do it either.

I did also want to mention I was running the Arrange mode difficulty (not the Normal mode) and hoped the brief change to New Threat 2.0 (2.099992) to temporarily work around the animation crashing bug isn't causing this.

In 1.5, I think the pyramids are immune to physical damage on Arrange mode so magic is needed. They have death weakness to the gravity element though so if you picked up any gravballs from the train graveyard they can oneshot the pyramid.

Ah I must admit I'm not to sure what vanilla karnel character Ai is. But I did stop playing for now as I feel the bugs will just get worse the more I progress, I still have the saves from before the Cosmos canyon boss and Gongaga, soI can always continue from one of those saves if you manage to fix the issues. As I didn't wanna save outside shrinra mansion considering the glitched commandos are right there.

I also tried installing the normal New threat 2.0 to see if it puts my saves as type A, but still type B.

Yeah would be for the best until the patch is ready for VC.

Recently got into the game again after spending my entire childhood playing the original. The game literally changed my life. Can't believe the amazing mods that have been developed. The game looks, feels and plays fantastically.

Only problem I have, and I think it is this mod, is the game difficulty. It never asked me at the start if I wanted to play a harder version of the game but i'm finding it impossible and also frustrating due to the long periods between saves and having to replay over and over. For example. After clearing Don's mansion (last save before you go to save Tifa) you drop into the sewer. Sewer Beast kills Aerith with it's opener. Cloud/Tifa need to use instant Potions to stay alive and then you're on the back foot. Sewer Beast hitting for c.300 and Cloud HP is only 457.

I can't remember it being so hard and my boomer brain just can't beat it without thinking about going back to grind mobs and out level the boss.

So onto the question. Is this mod making it so difficult? If yes can I tune it down? If yes and I remove the mod, what else am I missing out on? I don't want to lose all the awesomeness that makes this new game fun, I just want to be able to play the game instead of the game kicking my ass

I had a look at Aps and saw that his Sewer Tsunami was hitting unusually hard compared to the other variant which comes from behind the player. I realised that the back attack flags for these attacks have been set the wrong way round so I'll have this fixed in the next patch.

One thing about the sewer though, there is a save point added up in the corner of the field (however it won't be there if Combat Only is being used):



If the combat difficulty isn't to your liking, then there is a toggle in the IRO for relax mode which eases the enemy parameters a bit. Another option is reverting to vanilla encounters using the Vanilla Combat variant of NT but that currently needs a patch to fix an issue which I'll hopefully be done with today.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-25 00:56:50 »
Sorry to bug you with another "Bug" report so soon after posting yesterday. Can confirm the update yesterday fixed the crash by removing the type b route at the reactor. However I noticed few more odd things, firstly I never encountered the turks in the forest in Gonganga the encounter Rude saids he likes tifa then a battle starts.


Second Cosmo canyon the fight at the end isn't the vanilla boss instead it a bunch of
adamantaimai spamming shell and protect, unlike  the scarlet one from yesterday though it dosn't crash the
Game. It's just a bit random, I assume it's not supposed to be part of the vanilla combat?.

Nibleheim some random commandos are blocking the entrance to the shrinra manor and the battle is in a black area against a giant yellow cube with a messed up name. Again no crash but definitely isn't supposed to be here.

I feel like somehow along the way my save switched from type A to type B..


Yeah, I reckon it's the character AI from the vanilla kernel that's causing the switch to Game Type B; I need to replace all the triggers with something else. I'll try to finish that off tomorrow.

Hello,

I have been enjoying New Threat 1.5 [1.55] (will try 2.0 at some point), but wanted to report a bug.

Running 7th Heaven 3.4.0.0 (stable) with FFNx 1.18.1.1 (canary).

When reaching the end part of Don Corneo's Wall Market event where you drop into the trapdoor and follow the sequence at Shinra HQ, the game crashes when transitioning to the discussion with the president.

There were mods in conjunction with your mod to cause the crash:
Cosmos Limit Break 1.22
Also tried SYW Unified Field Textures 1.03 (not together obviously, but separately) and it also cause the crash. I tried that as an alternative since it was the same as Cosmos Limit Break w/o the widescreen support.
Any other option outside of turning the animated textures off causes the game to crash.

The bug also pops up with the discussion with the president after being captured at Shinra HQ.

This does not occur with New Threat 2.0 when running the same scene (only swapped to that briefly using same save to avoid crash).

I do have other mods enabled, but they do not seem to cause the crash itself (with limited testing anyways), but will list them just in case (listed in the order as auto-sorted by 7th Heaven:
Wizard Staff 1.72
Cosmo Memory 1.14
Finishing Touch 2.5
Cosmos FMV 1.1
60/30 FPS Gameplay 1.12
Ninostyle Battle 23.0701
SYW Unified Battle Textures 1.03
AxlRose's Blender v1 1.0
Ninostyle HD 23.0305
Enhanced Stock UI 2.926
Symphonic Remasters: Redux 2.01 (have also tried the other music mods like Deet's XG Music 1.0 FFNx FF7Music 1.03, and OST Music Remastered 1.0 thinking that it was the culprit)
SYW Unified Minigames Textures 1.04
SYW Unified Spell Textures 1.03
Cosmos Gaia 1.01

Other possibly relevant info [FFNx settings]:
Auto (DX11) [running an AMD RX 6900XT with 24.1.1 drivers- did try changing this option to no difference in outcome]
1920x1200
Windowed
Widescreen (16:10)
4x MSAA
Anisotropic Filtering On
Vsync Off
Advanced Lighting On
NTSC-J Gamut Mode Off
Internal Resolution Scaler 6x

Thanks for your time.


Ah this used to come up in the past but I had trouble replicating it; I'll try it out with the mods you mentioned and see if I can fix it this time.

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-21 14:01:25 »
I've updated 2.0's Vanilla Combat and Combat Only:

VC
*) Forced the Type A (regular) Gongaga Reactor scene to avoid the new battle
*) Removed the encounter with Shinra Troopers on Mt. Nibel

CO
*) Restored the Cactuar formation for Corel Desert prison

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-21 13:33:52 »
Hello everyone! Ive been playing New threat for about 3 weeks now and im loving it. The reason im posting this is to inquire about the location of barrets weapons missing score. The documentaion says "Missing Score - X-ATM Scorpion(D)" but I cant seem to decipher the location. The other item I wanted to inquire about is the W-attack materia. The documentation says "W-Attack - Sacred Cave" but i cant seem to place my finger on that location. I hope this is the right place to post this and would appreciate any help! thanks

He's sitting up at the Corel Reactor; to reach the plateau he's on, you have to jump onto the path from the train tracks on the next screen.

W-Attack is in the Da Chao fire cave; to get in there, revisit the pagoda with Yuffie to get the Leviathan Scales to get in.

Just popping in to report another bug. NT 2.0, Vanilla Combat, Path A.

On Mt. Nibel (second visit) where you fight Scorpion in Path B, there are no models there but a 'Shinra Trooper' text box appears and a battle triggers, but it freezes on a black screen.

No way to progress through this battle, other than to avoid this scenario altogether. However this means missing out on items on this route.

I'll fix that up; there's some things I missed when removing stuff that'd be incompatible with vanilla combat.


What is up with Quadra Magic? When I use magic that has been linked to it, the spell is cast 8 times rather than 4 times.

When I revisited the basement of Nibelheim and
Spoiler: show
had the flashback where Zack dies, he fights an unwinnable battle, but with Cloud's battle model and name. Is this intentional, or is the battle supposed to have Zack's battle model? I'm using Ninostyle Battle mod, does that make a difference? Here's the list of all the mods I have, in order from top to bottom (using 7th Heaven):

60/30 FPS for NT 2.0, 60/30 FPS, Project Edge/Team Avalanche Remodeled Fields, Tsunamods: SYW Unified Field Textures, Avalanche Arisen Battle Textures, SYW Unfied Battle Textures, SYW Unified Spell Textures, SYW Unified Minigame Textures, Finishing Touch, Enhanced Stock UI, SYW Unified Worldmap Textures, Cosmo Memory, SYW Unified FMV, Ninostyle Battle, Ninostyle Chibi, ReMusic (NT compatibility), EDMusic soundtrack, Dracula9AntiChapel's arranged soundtrack, New Threat 2.0.


One of the lategame sidequests was obtaining the W-Item. Has the mod been balanced around using or not using the W-Item duplication glitch, that is, can I beat all the superbosses without requiring excessive grinding to farm Megalixirs, Hero Drinks and Gospel Sparks?

I bumped it up to Octo-Magic but oddly it doesn't seem to work for most and still only casts 4 times; it seems for you though it's getting the 8 casts but has the wrong name.

The reason that battle uses Cloud's name is because renaming a character also resets other information about them such as their sources used, so I wasn't able to rename them and then offer the player the chance to rename them back (some players use custom names so I can't just rename it back to Cloud). There was also a link to Cait Sith where renaming Cloud affects him due to Cait & Young Cloud sharing a slot. The battle also does use a Zack battle model for that part but I suspect model mods override it.

I'm playing New Threat 2.0 Combat Only with Echo-S. I had a random encounter with Shin Godo in the Corel Prison area while I had Yuffie and Barret in my party. I'm assuming this is a glitch as it looks like this is supposed to be the Yuffie endgame ultimate weapon fight.

It seems that the Cactuar formation sits in the section where you'd normally expect to see World Map encounters and I've repurposed it to set up some additional enemies instead. I'll fix this for combat only and put cactuar back here.

Hello. I'm playing New threat 2.0 vanilla combat and just got passed the gold saucer prison and acess to the buggy, went to Gonganga and I assume it's a part of this mod as it's been forever since I played the actual game on ps1 but Scarlet sends out a silver version of the buggy and the game crashes when the battle starts. I'm guessing it's not part of vanilla and that's why it crashes?.

Something I've missed while pruning out NT encounters for vanilla combat; I'll remove it.

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-16 03:36:59 »
When attempting to download from 7th Heaven v3.3.1.0 I get the following error message:

08:50:21|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.Exception: Google Drive - Quota exceeded

What should I do?

There seemed to be a limit to how many times 7th could ping GDrives as all mods that were hosted on GDrives became unavailable. I added backup links since then so if these fail again in future, they should come direct from the 7th server instead.

Good morning Sega Chief!  First I want to thank you for all the work you have done with this mod.  Truly amazing.

This message/bug brings up something that I personally keep coming back to that feels off about the Vanilla Combat versions of NT: the changes to Materia.  As Materia drive many of the spell and combat changes, it seems almost out of place when the equipment changes are all in Combat Only.

Is there any way to separate them out of the other Field Scripting changes and QoL updates (be that in an IRO toggle, global shift to the Combat Only version, or on an individual users mod setup)?

I'm not 100% on what you mean; do you mean the Materia placements in Vanilla Combat? I could go about setting that up, as I need to set Enemy Skill down again as it's currently unobtainable in it.

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-13 01:17:49 »
Hi Sega,

I just started a second playthrough (Type A, Hard Mode, EXP off), and I think I found a bug with Air Buster. Specifically:
Spoiler: show
I remember from my first playthrough that his reflect would be disabled after stealing his reflect ring. On this run, the reflect never turned off, and there was no message at the top of the screen that said it had been.

Am I misremembering that fight/is that an intended change?

I don't think I had anything like that set up, but what I could do is max the steal chance and then have him react to the Steal command to disable the Reflect.

So, I'm playing New Threat 2.0 Vanilla Combat, Path A.
I got to the Shinra building, and on Floor 65 there was an enemy to face Infront of the diorama room. I gave it a go and promptly died and then was revived.

Anyway, further into this section of the game, where you're in the vent listening to the conference, they made mention of Tifa being captured even though she was in my Party. Moments later when visiting the cells, Aerith was swapped out for Tifa. This confused me greatly! It seems like something may have caused my game to switch to Path B?

Anyway, I reloaded my save on Floor 64, and didn't fight the enemy on Floor 65 this time. The conference played out as normal, referencing Aerith being captured. Tifa was not swapped out of my party.

That's quite a bad bug, maybe something was toggled to test something and the toggle wasn't removed. I'll try and get it sorted ASAP, thanks for letting me know and taking the time to figure out the source of it.

Edit:
I think I might have an idea of how this happened. The variable that was used to determine Type A and Type B is one of the ones that was originally used by the character AI in battles to track actions that were intended to influence the Gold Saucer date later in the game but which were ultimately left unused (despite being operational). I think it's the one used to track points for Tifa, and it's affected whenever Cloud covers the character or whenever the character is KO'd (or maybe revived/healed) in battle I think.

I'll need to change the flag used to a different address as vanilla combat uses the vanilla kernel with this AI operational. I think so long as Tifa is in the party and Cloud has Cover, or if Tifa is KO'd/healed maybe, there'll be a risk of the flag being accidentally flipped.

This is a very good example of how bad coding practices can come back to bite you eventually.

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