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Messages - Sega Chief

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1
Hello, Sega Chief! I don't know if you remember me, but I used to go by SirBlackMage here (and on YT), now under a new username for various reasons. I was the one who compiled all the Steal/Drop/Morph info for NT 1.5 in a spreadsheet. I was also 15 back then so sorry if I posted cringe at any point haha

I haven't seriously played NT in nearly a decade, but I'm still a big fan of the mod and currently running through 2.0 for the first time. If it's not too much trouble, it would mean a lot if you could change the line crediting me in the 1.5 spreadsheet to my new username (Aedolon).

I also come bearing a bunch of feedback/infodumping about my run: I'm playing version 2.092 Hard Mode Type B and I turned off EXP pretty early (shortly after Midgar), locking my levels at a 16 average. Below is my experience thus far, having played up to Mideel. I'm sorry for the inevitable overlap with other peoples' posts, but I'm sure you'll understand that I can't go back and read the 300 pages of posts since I last played haha. Big congrats on your mod's popularity by the way, 7 million thread views is CRAZY!!

Anyway, extensive feedback below (warning, long):

Spoiler: show

- I'm doing a ton of morphing. Early Morph (and Added Steal) is great fun and I love the way Hard Mode encourages it. Picked up a nice amount of all kinds of consumables. But of particular note here are the X-Potion & Turbo Ether Morphs on the Cargo Ship, as well as Elixir in Corel Prison and Hero Drink II in the Whirlwhind Maze. These are all incredible consumables, and being aware of the limited-time availability of these places, I hunkered down and grinded for 20-30 of the healing items and a dozen Hero Drinks. I find the design decision here a little dubious. Seems like it's much more effective to do an hour of farming in each of those spots and set yourself up for the rest of the game than farming those items literally anywhere else later on. This put quite the halt to my progression in those spots, as it just seemed too good of a grind to pass up. This also made finding any Turbo Ethers/X-Potions/Elixirs later on much less exciting. Could just be a me problem though, as I'm hyper-aware of stealing/morphing everything and preparing for all possible situations because of the low-level thing.

- The enemies doing 300 HP fixed damage attacks on Corel Mountain/Railway were really annoying for me with my low health. I was actually level 13 here initially but went to 16 just so I could survive two of them with everyone (This turned out to be a good idea anyway for a lot of later HP thresholds). Might be that they only counter magic or something specific (don't recall) and I potentially skill issued. But I genuinely didn't often get hit that hard for quite a while following that area when properly itemizing, so lowering their damage a little bit might be worth considering. Or having it be reducable to 200 by Barrier, maybe?

- Cait's incredible natural HP has made him the best Cover-tank by an absurd margin. I was genuinely shocked when I saw his almost 2k HP at level 16 when everyone else was at 500-700, to the point I thought my game was bugged haha. I figured I would need to turn off No Exp before the end of Disc 1 to keep having fun, but that sure changed things. Suffice to say, he has literally never left the party since that moment. Since Cloud is mostly forced, this has reduced my freedom when team-building quite a bit. Third person mostly ended up being Aerith for her great Magic. Would've been neat to have Barret or someone else tanking sometimes, but with a ~1200 HP gap, that's just unreasonable. I assume this is much less egregious if you're actually leveling up?

- The morphs from the safe boss in Shinra Mansion (Enhance Sword) and Presidential Guard in Rocket Town (2x Shinra Alpha) were kind of absurd for that point in the game, but in a fun way so I didn't really mind. 8 slot weapon with those stats AND double growth is kinda nutty, and 70 defense, +37 dex on an armor with 7 slots is also up there. Have almost never taken them off once since I got them, so might be worth reconsidering that placement if balance is a concern.

- I was a tad bummed out at how easily I was able to complete the entire Battle Square when going for the Keystone. This was genuinely challenging at level ~20 in 1.5 (or maybe 1.4) and needed me to find a good setup, while being a breeze for a level 17 Cloud in 2.0. Could've sent Cait in and it would've been even easier. Also a bit sad that you don't get any equipment as a reward anymore, getting the Organics there kinda ruled back then.

-  The Wutai side quest also felt a bit too easy. Maybe that was because I had a bunch of materia left over. Does Yuffie steal less materia compared to vanilla? Aps put up no semblance of a fight. The Pagoda, meanwhile was... odd. I like the idea of each of the fighters being hyper-specialized, but it felt a bit too gimmicky to me. Might just be personal preference, though. Godo only having 4000 HP (afaik) made him die really quickly, which somehow felt easier than vanilla.

- Magic use has mostly outpaced physical attacks by A LOT, but I suppose that's to be expected when at low levels. The balance document (read of all of it, thank you!) spoke about Level being much more important for phyiscal attackers. Might be nice if that discrepancy could somehow be lessened a bit for people playing at lower levels, but of course the meta doesn't have to account for niche playstyles.

Deathblow + Added Cut was semi-viable for a bit, then dropped off, and came back in a big way with Powersoul + Curse Ring. I really thought it wouldn't be that good with the nerfs and didn't even try it until Tifa was forced into the party in Whirlwind Maze, but my girl has 200 Strength and is beating the crap out of people haha. Grit is also really nice for going into fights at critical HP and at least living one hit. Props for giving her that passive, all of it feels really good to use together. This is reaching ahead a bit, but as of now Aerith still mostly outdamages her ST Deathblow=Added Cut with MP Turbo=Hydro/Comet2 and her MT Slash-All with Magic Breath, but at least Tifa can keep up well enough, especially for those magically bulky enemies. Sad she'll leave the party soon and I'll have to use Cid and then Cloud again as Party Leaders haha.

- Hard-stacking stats like Vit/Dex/Mag is much easier than I expected. Of course, my characters are properly SP-levelled for these purposes as well. But with the summons having such amazing boosts (Titan/Kjata/Bahamut/Neo Bahamut my beloved), I was able to get 255 Vit on Cait really early and Dex at 150+ on 1-2 characters with the Shinra Alphas which feels very good, to say the least. Now before Mideel, my Curse Ring Tifa has 205 Strength and 255 Dex, while Circlet + Mag Plus Aerith has 145 Dex, 210 Magic. This isn't really a complaint, I suppose I'm just surprised. Especially at low battle speed, Dex feels like the god stat, but that's how Speed generally is in these games. While levelling Vit on anyone who isn't actively tanking feels like kind of a waste, as >90% of phyiscals seem to be single-target and Cover-able. Again, not complaining, I'm having a good time playing around with the stats regardless.

- I only started to be seriously challenged at Jenova Death and Junon Escape, going for morphs. The first scripted encounter during the latter genuinely felt like being gunned down by a firing squad and it was kinda awesome. That part was stressful in the best way possible.

- Following the aquisition of the Highwind, I took advantage of the brief time period where Tifa is forced into the lead by breeding myself a Gold Chocobo and attempting the Materia Caves. My party of Tifa/Aerith/Cait were able to take out the Mime & Octamagic bosses pretty easily; 255 Def Cait with W-Item and Big Guard handled both fight quite nicely by surviving everything thrown at him and just bringing both of the others back in one turn. These fights felt like they might be a little too easy.

- With the power of Octamagic, I was able to win the Mega-All boss by nuking the Cactuar with Hydro. That being taken care of, I was able to handle everything following without major difficulties. Even the jumpscare 2nd phase went very well, because the Tonberry did literally nothing until I had taken out all the other enemies. Still, quite a thrilling fight and an adequate challenge.

- The Shinryu & Omega fight for KotR was amazing, and as an FF5 superfan, I really appreciate the lengths you went to to be faithful to their original attacks. You even have Omega do the extended boss death animation and Shinyru the normal one, just like in FF5. Awesome attention to detail.

The fight seemed extremely difficult at first, as I just didn't have enough of a damage output and got quickly shredded. But with enough Elemental materia in his armor, Cait could survive everything except a critical or back attack Rampage, and Mustard Bomb. By putting him in the 2nd party slot, I could ensure he started the fight facing Omega. Aerith could also live all elemental attacks with Geomancer stance, and I had a Sprint Shoes Cait throw W-Item Vaccines at people to protect against Delta Attack/Rocket Punch, while also allowing him to survive Blaster.

But still, doing the fight this way would've taken extremely long and most likely not been reliable at all. So I decided to bust out Coin Toss & Mime on Tifa. Had to get a bit lucky with Omega's counters so Tifa doesn't get killed through Grit. Otherwise I would need to revive via Phoenix Down, which would break the Mime streak... costing me 100.000 Gil each time. I didn't feel like spending unnecessary amounts of money so I reset a bit. With some patience, I also got Mustard Bomb to land on Tifa (who had E-Skill) and picked that up early. When executed correctly, my strategy was quite consistent, which I'm pretty proud of, for a battle of this caliber haha. Definitely one of the cleanest fights I've ever played out. And it only cost me 200.000 Gil, which is less than the price of a house. Link to the video, if you care (also has some more info about the strat): https://youtu.be/KjHZqWFszr0

- Of note: I was able to pick up KotR here before the fight initiated on one attempt. So if I succeeded, I think I would've had two in total? Had a similar thing occur in the Mime cave where I got two Mimes before my first attempt started. Also, rarely, entering a materia cave will crash my game, but that might just be a mod compatibility issue.

Here's some more miscellaneous stuff I remembered from throughout the game:

- There are no buyable Poison materia past Junon during early story progression. Kind of weird that the entire center continent doesn't sell them (unless I'm forgetting something). Might be worth adding them somewhere. Maybe Gongaga, or Fort Condor because you can easily fast-travel there?

- There are no buyable grenades anywhere past Midgar. Those're actually really handy for early to midgame morphing (consistent, small damage). I was sad when I ran out, please consider making these available somewhere.

- The first available Chocobo Lure can gain AP while being auto-mastered, while the 2nd one cannot. I imagine this has implications for the Missing Score (if it even still works the same), and is also just kind of an odd discrepancy. Unsure if intentional.

- The Trickplays around Icicle Area grassland still give money when using Gold Mountain on Hard Mode. I assume that's intentional since it's not technically a drop? Still a bit odd because it's the only way I've found of gettting money from a fight and it had me puzzled for a bit until I remembered that mechanic.

- Is it intended for it to be impossible to reapply Death Sentence after dying to it under the effects of the Curse Ring? I think it's really interesting mechanically in any case, having to purposefully kill Tifa off if she lasted that long, then reviving and getting a fresh timer for her to work with. Kind of funny if she still has Grit available and I have to W-Item to kill her twice, haha

- Putting a Morph on nearly every enemy/boss is really cool, but it introduces a major complication for the usability of all kinds of counter-attacking materia when going for those Morphs. I've literally never equipped a single one of them to this point to ensure I don't accidentally kill any enemies (which would be infuriating on bosses). Although I'm sure you're aware of this, so mentioning this might be a moot point.

- Resist can't be used with All, which (according to the Wiki) isn't vanilla behavior. Why is that? Is it a balancing decision?


Overall, I'm having a really good time. But might it be possible to bump up the difficulty of Hard Mode a bit more? Or potentially introduce a harder mode at some point? Although I understand if the mod is intended for a more general audience with its huge popularity nowadays. I suppose that's what the EXP toggle is for, to build your own challenge run. I'm very grateful for that option! At this point I kind of wish I'd gone fully no EXP/no sources as I saw there was a special ending message for that. But oh well, maybe that's for next time.

And I guess take my concerns regarding difficulty with a grain of salt in general. While I was already playing low-ish level in 1.4 and 1.5, I certainly only got better at JRPGs over the past decade. So I think I'm getting ever less representative of the average player as time goes on. Not to dunk on anyone, but I did read a few of the recent posts and thought it very funny when someone came in essentially calling this a "bullshit difficulty mod" lol.

In any case, thank you for all your hard work on New Threat! I'm gonna be playing the rest of it over the next few weeks and following up with another post when I'm done. Let's see if I can beat the rest of Disc 2 without Gil Toss & KotR. Feeling hopeful...

Replying to this separately as it has a bunch of stuff in it. Long time no see, I'll update the line credit with your username for the spreadsheet.

As for the feedback:

I wasn't actually aware that I'd set so many strong items to Morph in those areas, I think midway or toward the end of placing drops and pickups I had the idea of being careful about allocating the more powerful restorative items and avoiding having an infinite supply of them but setting an Elixir to be morphable in Corel Prison seems very at odds with that. I'll have a look at the morphs etc.

I can change the fixed damage attacks on Mt. Corel, so I'll just change them to do less or a regular damage formula.

Cait's HP pool is very high initially, but as characters level up that gap shrinks as he has a similar HP curve to the others. It was a way to try and entice players to try Cait early on when he joins as he's typically shelved immediately.

In the prototype 2.1 patch, equipment has been given a once over and redone a fair bit. I noticed some pieces were a bit further ahead than they were maybe intended to be vs. other pieces.

Battle Square's difficulty can swing a fair bit due to the slots and it being a solo character so I wanted it to be more reliably doable when the player does it that one time for story.

Yuffie steals the same amount of Materia, but the mod does give more of it so what's probably happening is it's much more likely you'll have too much and she has to leave you with a bunch based on the priority system. What I could do thinking about it just now is just disable the Materia Menu and do a full unequip after the 'theft' takes place and that would more reliably achieve the 'no materia' situation the game is trying to establish.

Physical attacks vs. magic has been a bit of a back and forth in feedback; generally people lean toward magic being more viable than physical attacks but I've had players who sent harder on physical builds and felt it was actually the other way around. I'm experimenting with defence values in the prototype and trying to find a better sweet spot between the two but Level will always be a big factor in it, and I think the early game when levels are lower is probably putting people off physical attacks which they carry into end-game.

Stat stacking has been a bit of an issue; to make what you equip feel more impactful, higher stat boosts were allocated but this has the issue where all together it can help characters reach very high stats. I've been trying to find a way to have it so that weapons, armour, accessories, Materia, levelling up, and the SP system can all have a non-negligible impact on the character without it getting out of control but it's been quite tough. In the prototype I've redone all of these but I still find stat stacking to be a bit of an issue to keep under control so tweaks are being made.

Octamagic was a mistake, but a fun mistake.

Glad you enjoyed the KOTR cave fight; I tried to replicate the FF5 counterparts as best I could within FF7's constraints.

Sounds like there's an issue with the event lines if multiple copies can be picked up; I'll try and replace them with a 'prop' NPC to make it more reliable.

I can prob add Poison onto more shops thanks to the new Scarlet tool, but I didn't think Grenades would be handy past Midgar as their damage drops off hard; but I guess they could be used for managing HP for morphs so I could add them to shops too.

Missing Score ignores Materia that freely accumulates AP I think; but I'll set that Lure to be picked up as Mastered for neatness.

I figured I'd keep Trickplay's unique mechanic of adding gil when it uses that attack as it's not a super efficient way of getting gil.

The way statuses work in FF7 is that immunity is more like blocking the toggle rather than the status itself; if you have a status and then something like, say, Resist is applied then you can no longer 'cure' the status by using a spell or item as the toggle is disabled. Curse Ring applies the status to the character before checking for status resistances and so the character ends up with a Death Sentence status they can't get rid of until the immunity is removed or the status naturally resolves. I figured this would be a good way to help balance Curse Ring + Powersoul a bit, as Death Sentence can't be reapplied after it expires due to that immunity.

Morph is intended as a optional thing to do if players feel like it, though it probably seems more essential on hard mode when gil is scarce.

I checked the vanilla kernel, and it seems Resist has always been single-target; I guess the wiki has this wrong.


***
Whew.

2
Another trick that I have observe, is it possible to make a model of Aeris without the white materia in the ribbon when I have her after the disque 1 ?
Just to make it more with the storiline.
Otherwise it's not so critical...

Would make sense, I think I can do that in the IRO without causing issues with model-replacement mods.


Another thing I noticed is, Ziegfried does no damage to you and dies in one hit in all encounters, including the Special Boss fight, which is interesting? I'm not sure why but he looks menacing but is just more of a joke enemy or something - it is a bit of a disappointment. Gilgamesh died extremely quickly too but it was a fun little cameo to see him, at least. I am not using OP stuff too, they just kinda died really fast.

Ziegfried is set up like his FF6 counterpart; he attacks a lot for minimal damage then falls over to one attack.


is there anything special about the return to gi cave in type b 2.0? i made it all the way til the end but i cant go into the seto section at the end, theres an invisible wall

eta: actually nevermind, i was being dumb and forgot to have red xiii in the party lol...

was the location of ruby weapon changed? its not in the corel desert anymore

Ruby Weapon appears after Ultimate Weapon is defeated but it operates on a similar 'timer' that Vincent's 2nd encounter with Lucrecia in the cave uses where random battles advance it. If Ruby isn't in the desert, try fighting a battle, entering a town, then checking; repeat until he appears.


Thank you for the new threat mod. Im sorry if this has been asked before but I wondered what your thought was on removing two of the main plot elements of the opening midgar section of the game, the sector 7 plate falling and the honeybee inn/cloud disguise sections?

I am not completely against it but it felt like the midgar section was a bit short. But I wondered if your intention was to speed up this section of the game that many of us have replayed many times and is quite linear to get to the open world. That would make sense to me.

Theres plenty of reasons to want to change the honeybee inn section but I do think that Tifa going out on her own to get info from don corneo does make sense for her personality. Removing the awkward climbing section is probably a good choice because it never really made a lot of sense in the original. Remake did a good job of making it a more natural climb through he rubble but thats a lot more work than a mod like this could undertake.

I do think that the plate falling is a key story element because it gives the characters a strong motivation to hate shinra and it makes more sense that the turks would kidnap aerith than tifa. Not to mention that it makes the boardroom discussion later in the shinra HQ a bit awkward.

One thing I think the original script could be improved upon is that the angle where shinra blames the plate attack on avalanche is never really elaborated on that much because it would make them villains to most of the city/world that believes the shinra story.

A new side quest in the shinra HQ where the party works with the Midgar Mayor to clear their name and expose the truth about the shinra dropping the plate and killing all those people might be interesting. And since President Shinra dies shortly after, Rufus could blame his father for the decision and avoid his image being tarnished.

Just some impressions but I love the mod and want to try the 1.5 version also someday. Thanks.

Type B is just a quick remix of Midgar's story events, the scripting for its scenario had to fit around the Type A scripting (which is the original game's Midgar events) and I was just going for making it different. Type A has all the story beats like the plate falling, etc. Type B is for a bit of novelty.


Hello! I just started playing 2.0 Type B and made it out of Midgar. Only then did I look at the documentation to see that I should've gotten Matra Magic off of Sample Opt in the Shinra HQ, but I guess I killed them too quickly. I don't have a save that far back. When is the next opportunity to learn it?

Edit: Never mind, Custom Sweepers still have it. I just got very unlucky. Leaving this up in case anyone else needs this.

It's an oversight I made on Type B, the boss doesn't use the enemy skills that the Type A boss does. It'll be fixed on the future update to 2.1.


Also another question, how does one solve the "inert" thing at the final dungeon? Everything's so obscure and I can't find documentation on this it seems.

Those are activated by clearing the Materia Caves, they were originally set for a much more abstract activation method but it required a fresh playthrough and I decided to make it more straightforward so it wouldn't be missed.


Hey, I'm new here but have been playing New Threat 2.0 for a few weeks and loving it. I finished Type A and have gotten a bit past Junon in Type B. I wanted to ask how much different, if at all, the rest of the game is in Type B from this point vs. Type A? Obviously Midgar was much different in Type B, but I've read in a few places that after Midgar, Type B is very similar to Type A. I've been searching around the forum but it's hard to find the specific answer I'm looking for, which is how much of the boss roster changes from this point forward in Type B? I've been skipping around YouTube videos but I don't want to spoil the changes for myself if there are more to come. Is it just another boss or two, or most boss fights?

Type B changes most but not all of the bosses in the game; some weren't for different reasons (not enough space, issues with the AI, things like that).

Hey Sega Chief!

This was an amazing mod. Nice to see that there are heroes like you sacrificing so much time to give people enjoyment like this. One thing I noticed tho is, that the
Spoiler: show
whirlwind maze's Gremlin enemy's morph to hero drink II
is missing from the text file provided. Not that I needed it because I tried morphing every enemy and boss for the first play through. Also at least one instance of
Spoiler: show
gospel spark
is missing from the text file as well, but unfortunately for the life of me I can't remember which boss I stole it from or what morphed in to one. And I encountered 
Spoiler: show
???? version of big cloud glitch.


 But anyway, thank you so much for the experience!

Ah that's interesting; I think there was a breakdown on why that glitch occurs (typically on Cloud) in the base game on YT somewhere, but it's to do with the field model size not being set properly when the field loads. As for Gospel Sparks, I think they're intended to be limited in how many you can actually get in a playthrough due to their potential power (unless the W-Item glitch is used, but I leave that up to the player).

3
Hello! Very keen to try this out, not too sure what this Seventh Heaven mod loader is ATM, how is it different from just modding other Steam games? And additionally.. I'm kinda curious if this works on the emulators, like a Switch version of VII on a Switch emulator, or how about the original PS1 emulator? Would be great because I'd like to not buy the Steam version since I already own so many copies of this game on many consoles.

Sorry if the questions are silly, just genuinely wanna try this out. Thanks for reading.

Ah sorry for the late reply; it's similar to TES games are modded in that it temporarily installs mods at run-time only so that the game itself avoids being hard-patched.

As for emulators, the original PSX game has different file structures & limitations vs. the PC version and so currently most mods aren't compatible between the two versions. Some can be converted over, if the limitations are worked around. However, emulated versions on modern consoles and phones typically use the PC version instead of the PSX version; the Switch copy of the game uses the PC files and there was a successful install of NT made onto it. I think it's an older build and unsure if it's being maintained, but it's here: https://gbatemp.net/threads/final-fantasy-vii-a-new-threat-switch-version.534578/

Some versions though are quite difficult to work with, such as the Microsoft Store version of FF7; as it's an app, it's locked up pretty tight and changing the files usually results in not being able to run the game at all.

However, the original version of FF7 PC (released in 1998) also works and 7th Heaven is able to work with it if you're able to get your hands on that.


I have a question about Combat Only. How does it handle level ups? Do you get normal stat boosts from level ups since you're missing out on the customizable options from the main mod?

You do get stat gains from level ups, but CO is a bit harder overall than the actual NT.


Been playing it recently, not sure if intended but Resist prevents positive enhancements as well, such as barriers.. Regen, etc. If it's already been reported and is intended, then sorry for posting.

That is how Resist works, it prevents statuses from toggling so it'll block the application of both positive and negative statuses. It also has the effect of preventing statuses which don't have a timer (such as Slow or Poison) from being removed through normal means. Statuses which expire over time will be removed once their durations are up but can't be removed using Esuna/Dispel in the meantime.

As an example, if you are poisoned and Resist is applied, you won't be able to clear the status using Antidote or Esuna as normal. You'd need to first remove the Resist status with Dispel or similar.

4
Yeah, I mean, how do you find it? How do you know where to look to change the barrier, for example? In HxD, I just see tons of numbers, but without reading the forum, I wouldn't know what any of them do.

When looking at it in cheat engine while the game is running, it translates it into the x86 assembly language which makes it a bit more readable.

5
Thanks. Oh, I really assumed that Barrier in NT 2.0 would be the same as always! I still haven't played that version. It's like it's just assumed that the spell does that in every game in the series, and I've always disliked it. Reducing damage by 50% with a single basic spell seems way too overpowered to me. It's something I'd change in every Final Fantasy game.

I'm new to making changes. When you talk about the game running, do you mean making the changes with Cheat Engine instead of HxD, or is it done another way?

Yeah exactly like that, when the game is running most of the hex addresses jump up by something like +400C00.


If any of you are looking to challenge yourselves even more while playing Sega Chief's amazing NT 2.0 mod, then I highly recommend implementing Postscriptthree's Gameplay Tweaks mod into your playthroughs as well. Specifically the Progressive Level Cap setting. You can find this mod directly in the 7th Heaven Mod Manager catalog, or find it here on Nexus... https://www.nexusmods.com/finalfantasy7/mods/82

For those unaware as to what this does... It literally caps your level gains based on how much you have progressed within the story, which ultimately prevents you from over-leveling. (EXP will still be gained and will "roll" over, but wont level you up until reach the required story milestone) You can definitely feel the impact during the later stages of the game when you have to optimize your party/builds before each boss, as some level cap increases can be very far apart from one other. I just finished a playthrough with this setting and it was definitely a lot of fun. (Shinryu in the red materia cave was a huge a**hole when level capped)

Here are the level increases in case anyone is interested in trying this out...
(assuming you pick "Final Cap = 50" option)
 - New Game - max level 10
 - Shinra HQ - max level 15
 - Kalm Flashback - max level 20
 - Buggy - max level 25
 - Tiny Bronco - max level 30
 - Meteor summoned - max level 35
 - Mideel Lifestream - max level 40
 - Disc 3 - max level 50


Funnily enough, the much older builds (around 1.0-1.3 maybe) had a level cap built in. The enemy AI would check for party members that exceeded a certain level (higher for later monsters) and set their own EXP to 0 if they did. Bit rudimentary but it did the job; lot of people hated it though so I got rid of it.

6
I am currently having this exact issue. Have tried a clean re-install of FF7 and disabling all other mods.

The cause isn't known; I was never able to replicate it. What you may need to do is grab the Ultima trainer and use that to auto-win the battle to bypass the propagate attack.

https://forums.qhimm.com/index.php?topic=28379.0

Hi, is there any way to change the power of Barrier and Mbarrier? They're always overpowered. In the original FF VII it doesn't matter, it's so easy it's not a big deal, but in a more serious version it would be nice if a single spell didn't reduce damage by half. 66% would be fine. Would it be possible to find this in the .exe? According to ChatGPT it's 1DB75E and 1DB77A, but he made that up.

Also, it would increase the difficulty a bit, which I like.

In NT 2.0, Barrier/MBarrier had their effects reduced to 33% instead of 50%; the hext used needed to be relocated to an empty space in the exe in order to get the extra bytes to do the math for it (so the original function is replaced with a Jump to where the relocated function was placed). The # offsets are for when the .exe is dormant/game isn't running:

#Barrier & MBarrier Adjustment = 33% reduction instead of 50%
5DE8B7 = E9 44 54 33 00
913D00 = 99 C1 E0 02 B9 06 00 00 00 F7 F9 E9 AC AB CC FF
#1DDCB7 = E9 44 54 33 00
#512700 = 99 C1 E0 02 B9 06 00 00 00 F7 F9 E9 AC AB CC FF


Hi Chief.  First off i want to say thank you!!!!  The work you have done here is truly incredible, i played 1.0, finished 1.5, now working on 2.0.  Loving every minute of it!

Question, I just ran into a bug, i'm on the first disc, during nebeilheim event.  I know im suppose to talk to sepharath again in the library, but the library door in the basement wont open.  Am i missing something or is this a bug?

Thank you most kindly!!!!!!

I believe you need to talk to Vincent first. The key should be on his coffin (it was changed from the original where you get the key from the safe upstairs, and the key now unlocks the library instead of Vincent's room).

Hi ! Thank you for this amazing mod ! It solves two of my main problems with the game, which are the interchangeability of the characters due to their lack of specialisation and the feeling that you are just going throught the adventure with the two characters in your team, rather than the full 8/9 characters squad.

I really love that you can see all the characters can be seen in different towns doing their own thing. It is something that should have been in the original game and that they actually implemented only for Costa del Sol. Barret seing Eleanor in Kalm before going to the northern crater was so fitting. It might be my favorite part of this mod. It is discreet, adds a lot to the adventure and feels natural.

Do you think it would be possible to have a standalone mod just for these towns apparitions the way you did it for the combat ?

Cheers thanks for your amazing work

There is a NT version where it's just the scripting and no combat alterations (FF7 NT Vanilla Combat I think it's called).

7
That may be an older version. Stardust does like 300 damage. He doesn't have mine or w item. The only thing that does damage is summons and tornado. Sega Chief if you can help that would be great he would like to finish the stream Friday.

Ah sorry I just saw this.

From what I recall of 1.5, Safer is specced quite high and was tough to rush. Looking at Safer's data, he has about 327k HP and takes double damage from Wind & Holy. Best thing to get him with at the start of the fight is Slow as he has 210 speed which is pretty high. Destruct Materia to use Debarrier would also be a good idea to get rid of Shield. Setting the characters up with elemental defence against the 'Hidden' element will help with two of the attacks, and for status ailments want to block Confusion/Berserk from Pale Partsufim (Pale Horse). I believe Super Nova only gets used once, but he should prob pack Barrier Materia to use MBarrier to mitigate a bunch of the attacks, and maybe use Tranquilisers for an extra 30% damage reduction if his HP is a bit low.

As for what to use on offence, I'm not 100% sure as your friend may not have many tools. Tornado spell should be good but it needs Contain Materia to be levelled a bit. The new spell Pearl on the Planet Materia (Ultima Materia) should be effective as well, but it needs that Materia to be levelled up once. The left-up cave path has a bunch of enemies like magic pots and movers to quickly farm AP. If he got any ultimate weapons like Conformer then those should be able to do decent damage if you stack Strength/Luck. Vincent's Death Penalty uses a regular damage formula, but it has Ignore Defence so that could be a good pick too.

8
Hey, Sega, will you be taking any notes from FF7Rebirth for any of the character specific balancing changes? Because if so, I feel that Nanaki's "Behemoth"-like playstyle (taking hits while defending to charge a super mode) from Rebirth would benefit him a lot.

And to keep him distinct from the other tanks, you could rework his passive into being a huge damage boost for his next attack (whether it's a basic attack, Deathblow, a spell, or a limit), but keep him being Yuffie-levels of fragile so there's some risk/reward in having him facetank attacks for his teammates, while also having players consider not just slapping Counterattack materias onto him like Barret and Cid want.

Funnily enough, his current innate in the 2.1 prototype build was based a bit on his Rebirth behaviour; when he takes 10 hits, he gets the following:
+40 STR/MAG & Regen

Issue though is that it has the same kind of flaw that the current 2.0 one has; doesn't benefit much in random battles which will be over before it activates. I could try and implement what you suggested, store hits taken when he's defending and then try to buff his next action or have him loose a buffed attack within a time-frame of, say, 2-3 turns but I'll need to experiment with it to find something that can be made use of fast enough to make an impact.

9
I just finished up my run in New Threat 2.0 so I want to give some feedback from my time with the mod. I know this is really long, so definitely feel free to not approve the post. This is more for you, Sega Chief, than anyone else anyway.
...

Thanks for the feedback; I'm working on a major update that's going over a lot of the mod's balancing, text, and refining its other features atm (ETA isn't known yet as I'm juggling a few things right now) and I'll take this into consideration. Setting up a custom innate trigger might be a bit beyond what I can do but I'll see what can be done.

10
I don't and I didn't know that existed. I do have the 60 fps mod and the 60 fps compatibility mod for Chaos models installed though. I kinda wish I knew about the one you mentioned, because the fights with custom NT models have been mildly amusing to say the least lol. I don't think it's available in the 7th Heaven manager. I just searched for that and I'm not finding it.

The only stuff I have installed aside from NT are things that improve or replace textures, improve the game UI, 60 FPS enablers (but not the one you mentioned, since I didn't know it existed), and also Postscriptthree's gameplay tweaks since it was required to make use of the tri-link materia slots mentioned in NT's settings.

I'll go ahead and mention the other things I stumbled across here and if they are supposed to be fixed already, then it's all G.

The first is, Hydro is granted by the master magic materia, but is not required to have mastered, or even possess it in order to perform the master magic materia blend. I got my master magic materia and went about picking up the various splinter materia I missed only to realize Hydro wasn't a splinter, I had assumed it was part of Contain but it wasn't.

The second is potentially intended... Superball and Light gun are dramatically cheaper to purchase from the Junon shop than the other joke weapons, 2400 gil vs all the others at 20000 gil. Screen shot here: https://imgur.com/a/sLnbPHW

There should be a NT 60FPS IRO in the catalogue; I'll have a look at that and update the typo in that IRO if I can.

Master Materia just needs the original Materia, Hydro I think was made using an unused Materia slot so it doesn't get checked.

I didn't really alter the weapon prices much, but I can make them more consistent with each other for the next major patch.

11
I found a little grammar error in the party recap at Gold Saucer near the end of Disc 1. When Cloud is recapping the events up to that point, he says "In Midgar, we were fighting Shinra 'when they we'...". I included a link to a screenshot on imgur for the whole excerpt.

https://imgur.com/a/XbPE4Fz

That is the most up to date version so it's a bit of a mystery. Do you have anything like the NT 60fps IRO installed? I think that replaces some fields to add code handling for it, so maybe old typos are still lingering. Either that or the IRO isn't as up to date as the stand-alone installer though I usually update both together. Let me know what the other things you've found are and if you're using the 60fps addon or not.

Hi Sega Chief, first time posting here.

Huge thanks for your work, I almost finished my New Threat 2.0 B road.

Still, I'm already looking forward to try the 1.5 version of New Threat mod and I need some little guidance here. I checked the links on the first page of this topic and the two ways to install the mods are 1) with 7th heaven or 2) with an auto-installer. My problem is I'm using SYW modpack from Satsuki Yatoshi (which contains the 2.0 version but not the 1.5) which allows external mods. Is there a way to get the 1.5 mod but for a manual installation ?

Best regards.

These are 1.5's files; I'm not familiar with the setup for satsuki's stuff for external mods but I can try and help out if need be.
https://mega.nz/file/78UVEBoC#Nah4TKtMvj77Facoevf0sbxKZnSX-ED8GKwIR_9hQ_Y

12
Hi dear Sega Chief, been a few years since I last played your best boy mod. Gotta say, a LOT of mods have improved since last time, especialy ninos models, so cute! :-D

Anyways, as Im playing a new round w your mod among others, I was wondering. I never liked Cait Sith as a character(nor its Limit Breaks/body), but liked Reeve. Is it possible, by any chance, down the line, to remove CS from game and replace it with Reeve? Could be given new attacks/Limits etc. Always wanted to play him, but also always disliked CS, lol. Could be after ancient temple or even at once, making a yuffie like reason to join, ie Marlene, or Jessie/Biggs/Wedge hostages etc. Since his dissapointment is immeasurable and his day is ruined uppon whitnessing Shinras treatment of Midgar, people etc, it cant be far fetched to say he can just have a change of his Anxious Heart and joint the crew, after the Ancient Temple. Could even leave that small cat robot thingy on his back to justify eventual same Limmit Breaks, build & whatnot. Im having fun just thinking of possibilities here.
I know its a lot of work, just wishfull thinking.

Also admiring finished Echo S and Archaeology Cut mods, they both look and sound great, but cant give up smiley man and role specific plays anymore for the life of me.

Have there been any talks between the 3 groups/modders of ever joining these 3 into one, or even make them compatible in any way. Now THAT would be an ultimate FF7 blast to the past!

Just killed Zolom w bunch of attack items, love the little & big changes so far! Cant wait to see more!

Is there a guide or tips & tricks text/pdf/guide on your mod walkthrough? Also a question to players as well. Last time i always had to scour this thread or ask anew questions im sure many others have asked before me and vice versa. And since the mod is updated occasionaly, old info might be invalid etc.
Would be nice to have it all in one place and then just updated per need.
Im aware of excels and texts at first page. Im talking more the boss tactics, builds etc.
If I was younger and had more time, wouldve gladly just done it myself, but I dont have so much time anymore, what with life and all. 40+ yo gamer, lol.

Regardles of all else, thank you again for all your love, work and effort, put in this mod and game, appreciate it a lot!

Source Point upgrade system, there are just 4 upgrades now, not 8 or more as before? Just asking before implementing first upgrade.

PS
Where do I get Manipulate Materia? Still with CS or changed? Edit: Nvm, found it here:
https://www.scribd.com/document/580475603/FF7-NT-2-0-Item-Materia-Placements

Also are Fort Condor defense games same as og, meaning deffeat & lose tactics for rewards, or is something changed? See, Ive already started asking what is probably been answered here before, lol!

PPS I just finished saving Priscilla before Junon and after battle, she was verticall the whole time, instead of horizontal. Even her father carrying her, she was upright. I dunno if its a bug of your mod or maybe field model mod bug, just reporting it.
Or maybe she was just too stuck up, lol.

PPPS Was wondering, is it possible to add some status or elemental effects to Tifas Limit Breaks? They are the most dull & boring of the bunch, honestly, even though she is, after Cloud the most popular character in FF7 universe. Or even rework them if technicaly possible?
Ie one attack has a percentage/probability to trigger for slow, another stop, blind, poison, ignore def(if enemy is phys res, at least one attack will do full dmg) etc. Percentage can be fixed or modified by stats or weapon/armor stats. Fixed or random elemental attack, so it cant be abused & to get a roulette option, for funsies.
Would be great to have variety there as well.

Just fought Dyne. He says BACK!!!
I think Back off would fit better.

I think boss tactics and the like were never consolidated anywhere.

Source System went down from 8 to 4, yeah.

Fort Condor rewards may have changed since 1.5 but nothing missable there. There is a masamune for doing all of them, but you can make one of those using items anyway.

Priscilla thing sounds like a bug; unsure if that's NT or another mod that's introduced that but it's not come up before so I'm thinking another mod has caused it maybe.

I think Tifa's limits used to have elements & statuses tied to them in 1.5 or maybe older.

I found a little grammar error in the party recap at Gold Saucer near the end of Disc 1. When Cloud is recapping the events up to that point, he says "In Midgar, we were fighting Shinra 'when they we'...". I included a link to a screenshot on imgur for the whole excerpt.

https://imgur.com/a/XbPE4Fz

I checked the flevel and it seems this has been corrected already as of the current patch (2.0 that is).

New Threat is an amazing mod, and I really appreciate the effort that went into it! In a Twitch VOD, I saw a late-game dream sequence where Cloud relives the Midgar opening. It starts with just Barret, and the player must reunite the rest of the party one by one while progressing toward Shinra HQ. The sequence includes ghosts of Biggs and Wedge, a fight against Jenova atop the Sector 7 pillar, and only ends after the full party exits Midgar. Afterwards, Cloud wakes up outside the cave in Bone Village. Is this sequence part of the official mod, or a fork/mod?

That was in the 1.5 build; there was a 'dark cave' sidequest where you went through a weird version of Midgar. I cut it in the end because I wasn't super happy with it and repurposed some of its scripts into 2.0's Type B route.

13
Hey, thanks for making this mod. I've been enjoying it.

I'd like to report a minor bug. The wonder catcher mini game at the Gold Saucer gives you a potion when it says you've won a hi-potion.

Ah I prob didn't update the text; will fix.

14
Any fix for wutai fire? i did all subquest beating everyone at the tower, i have yuffie with leviathan but nothing happens at the cave. playing 2.0 on spanish and i tryed english version but dosent work!

The sacred fire cave I believe needs Leviathan's Scales key item rather than the Leviathan Summon; you can get this on Disc 3 when returning to the Pagoda and taking on Godo in a rematch.

Hi Sega. I've played NT version 1.5 twice. I recently learned that version 2.0 also has a Spanish translation, which is a motivation to play it a third time. However, I'd like to include True Wait mode. The problem is that with haste + slow the attack ratio changes to 4:1, which makes the difficulty extremely low. I've roughly calculated how much speed should be given and taken away so that the spells are roughly as strong as with vanilla wait mode. I think haste should give +33% and slow -25% so that the spells don't break the game. Do you know how to do this? Or should I forgo True Wait if I don't want to unbalance the game? Thx

I don't know where the ATB modifiers for Haste and Slow are, I'm afraid.

15
Am I being Mandela Effected? I'm playing on Steam Deck and am at the Temple of Ancient clock puzzle. Decided to do it manually because why not and I just keep falling off the hands by walking off lol. It's super annoying. But I thought the only thing that would knock you down is the second hand? Is this a change to New Threat or am I misremembering heavily?

Also thank you for the mod and all your hard work over the years!

It should be the same as vanilla; if the seconds hand (the one moving) touches the player then it knocks them off; shouldn't be possible to just walk off the hour/minute hand. Do you have any mods on like 60fps or similar? I'll have a look at it just in case.

Hi, guys! I'm currently playing New Threat 2.0 combat only, which I'm enjoying a lot, but I'm finding the same problem in a lot of fights: the enemies are getting out of MP so they can't use most of their attacks. Any workaround for this?

Thank you for the amazing work.

That sounds odd but I think this popped up recently with Guard Scorpion; do you have any examples of which enemies/bosses this is happening to so I can look into them?

Howdy guys. First i want to say THANKX a lot everyone who created that magnificend mod. Finaly my childish Aerith Trauma will be resoleve.
But my english little rusty and i confusing sometime so i have a question. I Instal NT 2 Manually by donloader but i watch some stream and watch very Impressive graphic changed mod so i decided re-install it by 7zheaven but small question, that mod part of list from first topic of that theme or i need install it and add manually? Because i absolutley sure Tsunam Mod incompatibility with NT but something like that (sorry again like i say my english not good

Graphical mods can be installed independently; tsunamod's echo-7 is just the voice acting and script changes, the graphics for backgrounds and models can all be used as separate mods/IROs.

Game crashed the moment I (think) I killed carry armor, using Cid's Hyper Jump limit break. Limit animation played out but right when the dmg numbers were about to appear, game crashed. Is this happening to anyone else?

Just a bit more info on this; in the PC version and the Steam port, there's a bug in the graphics driver used with some attacks where a crash or odd effects will occur. Hyper Jump was one of the more well-known ones, and I think Big Brawl is also bugged (Quake3 can also take on menu textures, and some transparency effects will start to malfunction after repeat uses). I thought these were fixed with the FFNx driver that 7th heaven uses but if you're on regular Steam then this issue is definitely still there; I swapped Dragon & Hyper Jump in the Limit Break list for this reason.

16
Sorry Sega, I forgot to ask in my last reply to you. If the sp system can't be accessed in NT 2.0 combat only, could vanilla leveling up be made as a selectable option in the 7th heaven config for the mod with the combat changes still being made? Kind of like what I mentioned before about the relaxed difficulty mode potentially getting added to it.

I'm not sure what's meant by adding vanilla levelling up as an option; currently, combat-only levelling works pretty much the same as vanilla in that you gain stats as you level and has the same EXP curves as the vanilla game. The only real difference is that you start with higher stats so it takes a bit longer before the levels start to increase certain stats (about 20-30 roughly).

So kinda NT Mod 2.1?  ???

Yeah

Does anyone have a save file around the cargo ship after junon first time? Lost my safe file due to a corrupted drive =(

Here: https://mega.nz/file/L4ck3ZZS#8q91pQtO4rvhS9w01JsTNZxdRZRKH-oDR1G9Ti5kR2c
For 7th, it goes here (depending where you installed the game to):
C:\Games\Final Fantasy VII\save

For Steam it goes here:
E:\Documents\Square Enix\FINAL FANTASY VII Steam\user_xxx
If you're playing through Steam though, then I recommend opening the FF7 launcher, dropping this file inside, then running the game and saving once you've loaded the file. This will update the save's checksum to match your game install and prevent the launcher from deleting it when you open it.

17
thanks a lot, that is a big help.

i researched you bro, and out of curiosity, are you really busy these days IRL?
how did college go? found interview with you from 6 years ago.
to me it not matter if you now have 6 figure salary job, main thing want to know is if you got time to make more story content for ur mod?
if i was you bro i would pull a sickie and go on the dole and just make mods 7 days a week. dont worry i wont tell anyone. lol
anyhow , no matter. but i think the best thing to add , if anything, is more story content, more custom made scenes, etc.
you wanted to make a difficult / challenge mod when you began, if i was you i would stick to this intention, up to weak players to git gud.
it is the story content and new dialogue and scenes which set this apart bro, u did good.
would like to see u do more good. it enriches the game for me.

btw im currently in the map of the already solved puzzle, the notorious map with the crane between sectors 5 and 6.
im grinding houses and scorpions and almost at level 50 now.
why i did this? just wanted to be OP

Something about this line of questioning and prying into my business doesn't feel appropriate, so I'm not going to answer. I'll work on making mods when I feel like it, and only then.


Hello there,

I'm curious to know how you write the code to make the innate abilities actibe in the game? I'm thinking of making a mod but I never thought what you did was possible. I'm sorry if I missed this part of you have explained it. Thank you

It's done through the character AI in the kernel.bin; each character has the same script layout as enemies have. In the vanilla game, this AI was used for Sephiroth's attacks during the Nibeheim flashback, to handle Vincent's Limit Break attack behaviour, and for a fully functioning but unused addition to the points handling the gold saucer date scene (characters being KO'd, revived, covered, etc. by Cloud would have been tallied as points and then added onto the points used in field scenes, but they were left out of the tally in the final game).

It can be edited through either the Wall Market tool (direct hex opcodes) or the Scarlet tool (interpreted high-level language editor). The AI looks like this:


18
hi. my first post here.
made an account to ask u  somethin, plus spark some creative desire in u

dude ur mod rulez. big time.
but it is time for more, MORE , more i say. lol
i would like to see more story mod , expanded etc, it would be legit.

also i want to make my own story mod, cant find guides, but ur mod has shown me what iz possible
so i want to make one, but after a full playthrou of ur mod.

i seem to make people angry in the moddin scene coz i want to make a mod
so i dont want to ask anybody. but where did U learn how 2 use these toolz

are they ez to use
or do they require computer programmer knowledge

dude i am serious about wanting to make own mod.
a quick ban from discord which i suspect i would of got if i reacted to some rood people there
would be disrespect to my dream. i have a good story in mind, totally unique mod

i need answers about how plausable it iz for me to use these toolz without immense frustration
i dont plan to go into chatrooms coz people suck
i need articles or guides or something to read to learn the toolz.

peace out. if im ban so long guys. l8r

There are no written guides that I know of, probably some YT videos here and there perhaps by Tsunamods.

The tools take time to learn and use; some things like editing weapon data can be done fairly quickly as it's just changing numbers, but other things like scripting a brand new story scene needs some familiarity with how the scripting works. I didn't have any resources beyond the wiki, so I had to learn how to use the tools through trial & error.

For the field scripting, using the tool Makou Reactor, the way I learned it was I picked a simple cutscene from later in the game and then tried to understand how it works; where the scene starts, how it triggers, the general flow of things happening throughout it; and then I'd try and add something to it using the same general structure that it uses.

Start simple by changing dialogue and the box that it appears in within the script; then try adding a brand new dialogue. Then try adding a new animation and calling it within the script. Things like that to build up.

One thing though; each group's scripts are arranged as follows:

S0 - Init: This runs when the field loads for every single group, and it only loads once; avoid adding any looping logic to Init or the game will hang trying to load. Character starting position coordinates and their ID are usually placed in Init.

S0 - Main: This runs on a loop once the field is loaded

S1 - Script 1-31: For regular groups, these are just ordinary script slots; they only run if they're directly called by another script:
Example:
Deactivate the movability of the playable character

S0 - Main
- Disables access to the main menu
- Execute script #3 in group tifa (No7) (priority 6/6) - Waiting for end of execution to continue
- Activate the movability of the playable character
- Enables access to the main menu
When the group called 'Tifa' finishes running their Script 3, it'll return and continue on from where it left off. Scripts can be called to run at the same time, in which case it won't wait and will carry on while the called script runs in tandem.

Location groups have a bit of different logic for scripts 1-6; these will be marked in Makou as OK, Move, Move, Go, Go 1x, and Go Away. These scripts will be executed when the player: Hit Confirm/OK when standing on the location, when the player moves onto the location, and when the player leaves the location (there's some cross over in functionality between Move and Go).

Hi

Really enjoying NT 2.0.

Was wondering if there could be a possiblity of adding the relaxed mode difficulty modifier into the combat only version of NT 2.0 thats in the regular NT 2.0 version. I would love if mr smiley could somehow also get added into the combat only version as well.

I could probably add relax mode to it; the source system though can't be added as it needs field scripting.

19
Congratulations on this fantastic mod. I'm reliving my favorite game as if it were the first time!


Cheers; I've got some more planned with this coming in the future.

20
Does this mod effect any UI textures? I'm using Aavock UI and its icons, but when I use New Threat Combat Only, it removes the icons from the game.  I made sure NT loads under Aavock, but it didnt resolve the issue.  The icons return if I load NT after EUI, but I get warnings about the load order not being correct.  I should dont I am allowing 7th Heaven to auto arrange the load order and then fine tuning to get a specific result.  The mod does seem to work despite its load order.

NT has button icons that it adds, so it does change one of the UI files.

I'm stuck and hoping that there's a way out of this, because I just fought two really hard fights back to back before being able to save and I'd love to not have to do it again. Any thoughts? I'm assuming I'm going to have to reload my latest save, because I can't get out of the wall.
https://imgur.com/a/SLUm193

What happened exactly? Did you load in that position or did you get yourself wedged in there while moving around? Only thing I can think of is to perhaps download and run a trainer to see if it has a way of moving your current position, I think mav's ultima might be able to do it.
https://forums.qhimm.com/index.php?topic=28379.0

If it can't hack your position, then what it can probably do is help you skip past the battles you fought easier by adjusting the enemy HP down to 1 or something.

21
From 2016, Relic Ring gives Auto-Wall (like a Protect Ring), +20 to Strength & Magic, as well as defending against Dual-Drain and Manipulate (used by some bosses). It will also absorb Hidden...but also Restorative; so if you use it, make sure to have some alternate means of healing (absorb Fire, for instance, using an Elemental Materia).

I realized this was for v1.4. What did you change relic ring's effects? It looks like you changed it to max vit and spr out instead of auto wall. No +20 str/mag... I assumed it was too much? It looks like absorb death and being undead. Am not sure about ???? yet.

I would like to give feedback if you plans to update NT mod. I am not sure if you would like to boost monsters' hp more like x1.5 or x2? I read the past posts and you explained that boosting hp would mess up on some systems. I hope 1.5 or 2 are ok to boost monsters' hp. I feel it was so easy to take it down. Monsters' stats for str and mag are still pretty good enough to beat my team up.

Is it possible for you to add a npc or something to let me know that I have more sidequests to look up after airship's npc with sidequests explanation?

I feel you gave SO much +dex on weapons. More elements or boost hp/mp?

If I don't want SP upgrade, but I would like to have small stats natural growth... Is there a chance for you to have this similar idea to your mind? It is probably good idea to ask in the new game screen before start a game, for instance, pick to depend on SP upgrade or small stats natural growth that you can't change after picking. NO source items if no sp upgrade. 


Relic Ring currently in 2.0 has these effects:
+255 Vitality & Spirit
Blocks KO, Sleep, Poison, Confu, Silence, Frog, Mini, Gradual-Petrify, Petrify, Regen, Dual-Drain, Death Sentence, and Blind
Absorbs Poison, Gravity, ???? (Hidden), and Restorative elements

I think I took the Str/Mag off it so I could max the character's defences as accessories only allow for 2 stats to be raised (Curse Ring has a built-in effect to raise other stats when applying the death sentence at the start of battle).

Regarding the feedback:
1) I'm wary about raising enemy HP as a pitfall I fell into with earlier versions was that I'd test bosses with a fairly optimised party that was using elemental weaknesses & equipment that bolstered their offence stats. Even with the tweaks to things like critical-hit damage & elemental weakness damage multipliers, the time it takes to complete an encounter can vary wildly depending on what the player has equipped. I'll be aiming to make a proper hard mode for a future patch though where I can probably tune enemies to be a little bulkier.

2) I can maybe try and set that NPC's dialogue to mark off completed sidequests or something.

3) I'm currently rebalancing everything for an upcoming patch; the way I've budgeted stats on weapons, armour, and accessories there should be less Dexterity generally on weapons. Armours as well have far less stat boosts on them in the WIP patch than the current build.

4) Characters do have natural stat growth in 2.0; like the base game, the highest these can go is 100 and they increase by a varying amount at each level up. Each stat has a minimum and maximum possible value (usually about 10 or so difference). The max values they can get through stat growth alone is below:

22
Before I ask questions, I really want to thank you for making this mod. I raised with this game when I was young lol. I played many times with different challenges and it got me boring hardcore until this mod and i realized I have FF7 on steam. Worth it.

I am on second playthrough after understanding this system.

fire's effect, reduce def by %1 - Does it stacks? If so, maximum? I need to know since I could not find the answer for that.

Fire 1's effect applies to all Fire 2 and 3 since I did not see the description in Fire 2 and 3?

Feedback - Exp 1.25 boost? come on. it makes this game much easier with hard mode. I kind of wish reduce it to x0.75 or something. Don't get me wrong. Bosses are still tricky to me. I started to feel meh after learning system and made it much easier. I mean I have memory brain from original ff7.

Materia - Some reasons I feel less options to make combo even it has good stats and effects. I am not sure yet until I finish the second playthrough so.

Again, thanks for this mod. I give it 9.5/10

Glad you enjoyed the mod.

For Fire, the effect does stack additively and goes to -100% at which point defence & magic defence will be at 0. Other attacks which do this also stack to it, like Braver. Fire2 and Fire3 also have this effect but to save text space I decided to not mention it on them and hope it's implied from Fire1.

The % is applied after all other calculations, so if an enemy is raising its defence stats with effects or over time:

100 Defence with -50% applied = 50 Defence
Enemy raises its base defence by 50 with an ability
150 Defence with -50% applied = 75 Defence (so effectively its defence only went up by 25 rather than 50)

I'll renovate the hard mode conditions at some point, and I want to do a general rebalance at some stage; the Materia & Materia-Slots will be revised so that pairings can be made earlier and more of them.

23
I am looking for some help with a very strange issue. I can't seem to find anything about it.

When I finish certain scenes I end up on a normal chocobo in the middle of the ocean. This has happened in two separate locations: It happens after I defeat the midgar zolom and it happens after the scene where Yuffie steals the party materia.

Mods are
60/30 FPS Animations for New Threat 2.0,
30/60 FPS Gameplay,
Postscriptthree's Tweaks,
New Threat 2.0
and Gameplay Tweaks - Qhimm catalog.

I'm guessing I've accidentally created some kind of strange interaction with these mods but I have been unable to figure out what it is.

Any help would be gladly appreciated.

EDIT: I finally got some time to troubleshoot this and it happens even if the only mod I have on is New Threat 2.0.  Is there anything I can do?

I'm not sure, the spot you're being warped to is 0,0 on the map and it's where models are stored (set to invisible) when they're usually not being used. I've seen this happen in the past when I added an option to change party leader on Disc 3, but this sounds like the game isn't properly dropping you off at the correct coordinates following a battle (zolom) and from the field where Yuffie steals your Materia. I haven't made alterations to these, so I'm unsure what could be causing it; I don't think other players have ran into it either, but I'll test it out today.

As a workaround, you may need to use a save editor to place yourself back on the world. The Black Chocobo tool can do it, but if you're unsure I can do it if you send your save file to me (either something like mediafire, MEGA, etc. or through Discord; Qhimm has a discord server that can be accessed from this forum, there's a topic with the invite).




I'm stuck here, with frozen dialouge box it doesn't allow me to do anything else apart from accessing the Menu and walk around the room (can't exit the room as it was block by NPC)

Any advise? This is right after Jumping up the electric power on a dolphin.

Do you have any other mods active besides the graphical ones? That scene usually just plays out as normal, it looks like either the window for text has been broken somehow or the script was escaped into a loop maybe by an interaction with the NPC at a bad time. That scene still runs by vanilla scripting (just dialogue changes) so I'm unsure what could have happened. Does it happen consistently? If so, try running through it with just NT enabled and then re-enabling your other mods once you're through and reach a save point.

Hi, the docs says that Tornado is in "Sister Ray Cannon: Base". Is this in Junon right after Cloud leaves the party? Like, at the same place Tifa has a slap fight with Scarlet? (I mean, the Sister Ray Cannon is located there..)

Does this mean that Tornado is missable after you acquire Highwind?

No, it's the chest on the screen after you fight Proud Clod during the Midgar Raid; I'll update the documentation to specify that it's the Midgar Raid and not in Junon.

24
Stuck at bizzaro sephir, whats the tactic? He keeps healing himself, I tried to swap a bit between teams and still

On a 2 or 3 party fight, the Core has to be destroyed for the other parties.

2-Party
*) Fight starts, on Party A, destroy the head and swap
*) On Party B, destroy the head, arms, then Core. When Core is destroyed, swap
*) Back on Party A, destroy the head, arms, and then the Core; this prevents the heal from happening so the torso can be destroyed for the win

3-Party
*) Fight starts, on Party A, destroy the head and swap
*) On Party B, destroy the head, arms, then Core. Swap.
*) On Party C, destroy the head, arms, then Core. Swap.
*) Back on Party A, destroy the head, arms, then Core; torso is left without a heal so you can destroy it from there.

It's a big hassle though, so in the current version of the mod (2.0+) you can select whether to have a 1, 2, or 3 party fight. Using something powerful on Party B or C like Ultima, Pearl, Bahamut-ZERO, or KOTR would also speed it up; there's a checkpoint for Safer too so those Materia can be recovered for that battle if need be.

25
Hmm, I'll try taking off all my mods except new threat and see what happens but for the time being here are the mods I am using. the photo attachment formatting didn't seem to work for me  so heres the link https://ibb.co/zHPwgbT8


EDIT: So I disabled all mods except postscriptthree's gameplay tweaks and tried it and still had the issue, but I disabled that and it is now working. Ramuh still doesn't inflict paralysis however, it doesn't say it on the materia and putting it with added effect doesn't give me anything. I have further narrowed down the cause in the gameplay tweaks to be the "Show effectiveness" feature I had it on require sensing but somehow it was causing the Keeper to become immune to the status effects it needed. 

I see, my guess is that it adapts or in some way interferes with the 'status defence ignore' flag.

As for Ramuh, the reason Paralysis doesn't apply for the Materia is because the right-most byte that handles statuses isn't there for Materia equip effects so only the actual summon attack itself carries the status. I should have probably just picked a different status instead as it's misleading.


Hi,

I want to replay FF7 with all the "MUST INSTALLED" list below:
https://forums.qhimm.com/index.php?topic=21345.0

This mods seems pretty nice and keep an OG vibe i want for this run.
Although, there are no improvement in difficulty and i want a more challenging game without being hardcore.

So i think of adding NT to my playthrough. Some questions though :
Does NT 2.0 Combat Only also adds the "class" thing ? Or it's just battle number and pattern ?
Does NT 1.5 exists in Combat Only (didn't see it)

Thanfs for your reply,

Combat Only just alters enemies and what the player can use (character stats, equipment, spells, etc.) Things like the source system to custom spec the characters aren't in there as it relies on field scripting. As for a NT 1.5 Combat Only I don't think I made one.

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