Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5117818 times)

Berub

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10825 on: 2021-05-15 17:32:26 »
There's also this spreadsheet extracted from game files: https://docs.google.com/spreadsheets/d/1-BJ9-sh2_40sI3MEf_MW5zIcXMtJ2kjSayYqYZG5iL4

Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10826 on: 2021-05-16 02:07:41 »
I just wanted to say a huge thanks to SegaChief for this mod! Its a perfect enhancement and expansion to my favourite game. We named Cid after you in our current run :P Do you have a link where I could donate a few bucks? Huge respect!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10827 on: 2021-05-16 14:57:22 »
I was going to give 2.0 a go and I have a folder from when I played 1.5 with Wallmarket,  Black Chocobo and Proudclod programs in it,   I assume one of them was to check the item drops/steals/morphs of the enemies within the mod?   Are any of them still needed or useful for anything?

Also is there a list of limit break changes?  I couldn't find them in the documentation.

Edit:   Proudclod pointed at the New Threat scene.bin lets me check all the enemy drop rates/steals/morphs pretty easily,  also WallMarket pointed to New Threat kernal.bin shows me what each limit break does,  wish there was documentation for more lol,   amazing mod btw!

I'll review the documentation and see about adding some more detail in there, maybe a new .txt that goes into more depth about stuff.

I just wanted to say a huge thanks to SegaChief for this mod! Its a perfect enhancement and expansion to my favourite game. We named Cid after you in our current run :P Do you have a link where I could donate a few bucks? Huge respect!

Cheers, man; also yeah, there's a donation link on the first post of this thread at the bottom. Much appreciated.

Jonesin4Rock

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10828 on: 2021-05-16 17:30:06 »
Would it be possible for a list of missable items?   Like the rewards from Fort Condor and the marching minigame?   If there already isn't one and I'm just blind lol,  I hate feeling like I'm missing out on really good items,   also is stealing from unreachable enemies like Bottomswell with Yuffie passive an intended mechanic?

Edit:   Found a few items in the (items and materia placement) section of the documentation,  I still feel like I'm missing out on stuff :(

Also,  I was like level 20 when I got Cait and he has like 1800HP when everyone else has like 800,  is that also intended?   His overall stats seem much higher than the other characters including MP.

If you skip the Nibelheim flashback and don't "jam on it" does it affect the reward later in the game?   Sorry for all the questions lol
« Last Edit: 2021-05-18 09:32:25 by Jonesin4Rock »

galax-C

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10829 on: 2021-05-18 04:57:03 »
Does anyone else check this site after work everyday in a psychotic desperation that 2.1 comes out? Or am I the only nutjob? More interested in that than part two of remake?

Heru

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10830 on: 2021-05-18 11:31:17 »
I love the mod, V1.5 was my favorite mod ever a while back, but I would like to make a list of some of the problems/nitpicks I had with part B of the 2.0 version. I am currently at the whirlwind maze.
1. Using Tifa's limit causes a softlock when used on Sephiroth in the Jenova Death fight, or at least something caused it to softlock twice in a row.
2. The plate never falling in part B leaves a pretty big hole in the story. What happened to Jesse, Bigs, etc. I like the idea of a faster Midgar especially on repeat playthroughs, but I feel as though the plate should still fall, even if its offscreen.
3. A lot of the fights had unique bosses for no reason, which isn't necessarily bad, but fighting random soldiers was a downgrade in my opinion and so was fighting the bosses that where designed for other parts of the game in V1.5

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10831 on: 2021-05-18 19:20:36 »
Would it be possible for a list of missable items?   Like the rewards from Fort Condor and the marching minigame?   If there already isn't one and I'm just blind lol,  I hate feeling like I'm missing out on really good items,   also is stealing from unreachable enemies like Bottomswell with Yuffie passive an intended mechanic?

Edit:   Found a few items in the (items and materia placement) section of the documentation,  I still feel like I'm missing out on stuff :(

Also,  I was like level 20 when I got Cait and he has like 1800HP when everyone else has like 800,  is that also intended?   His overall stats seem much higher than the other characters including MP.

If you skip the Nibelheim flashback and don't "jam on it" does it affect the reward later in the game?   Sorry for all the questions lol

If the enemy has an item to be stolen, then assume that stealing is intended.

Cait starts with more HP than normal, it comes back to be more in line with the other characters later on.

I don't think Elemental is obtained on Disc 2 from the piano in NT, but the event is still configured to fire if using the skip. There's something else there now, but it's not a useful thing.

Does anyone else check this site after work everyday in a psychotic desperation that 2.1 comes out? Or am I the only nutjob? More interested in that than part two of remake?

I don't think it'll be for a while. The 2.098 patch was supposed to be the 2.1 patch, but I just couldn't get the motivation or ideas in motion to put together extra battles or expand Type B expansion. I'm focusing more on FF8 for the time being.

I love the mod, V1.5 was my favorite mod ever a while back, but I would like to make a list of some of the problems/nitpicks I had with part B of the 2.0 version. I am currently at the whirlwind maze.
1. Using Tifa's limit causes a softlock when used on Sephiroth in the Jenova Death fight, or at least something caused it to softlock twice in a row.
2. The plate never falling in part B leaves a pretty big hole in the story. What happened to Jesse, Bigs, etc. I like the idea of a faster Midgar especially on repeat playthroughs, but I feel as though the plate should still fall, even if its offscreen.
3. A lot of the fights had unique bosses for no reason, which isn't necessarily bad, but fighting random soldiers was a downgrade in my opinion and so was fighting the bosses that where designed for other parts of the game in V1.5


The first issue is actually a bug with the pre-battle AI where his animations for taking damage have a 50/50 chance of not being set (this is because I reinserted the new hard mode AI and accidentally set an if condition to capture this part of the AI by mistake, so it isn't set half the time). It'll be corrected in tonight's patch.

Type B needs a second phase where it extends out of Midgar and tightens up what's been put in there.

I guess mileage may vary on #3.

Ethario

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10832 on: 2021-05-18 19:37:04 »
Great to hear you are working on FF8 man ! FF7 a new threat is amazing but the work you been putting in is quite insane ! How is FF8 coming along ? I'm interested in doing an early run with bug reports !

Jonesin4Rock

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10833 on: 2021-05-19 12:49:21 »
Can't seem to figure out how to use the save point outside the icicle inn...   

Also Furybaba doesn't drop an ice ring or glacier ring,   not sure if this was changed but WallMarket and the documentation both say she should have one.
« Last Edit: 2021-05-19 15:09:39 by Jonesin4Rock »

Heru

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10834 on: 2021-05-24 07:45:30 »
I got an Item called New Game +, I assume this was a cool Easter egg lol. I remember that I checked the same chest in V1.5 and mentioned it to you that it had nothing in it.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10835 on: 2021-05-24 13:20:35 »
Great to hear you are working on FF8 man ! FF7 a new threat is amazing but the work you been putting in is quite insane ! How is FF8 coming along ? I'm interested in doing an early run with bug reports !

Very slowly.

Can't seem to figure out how to use the save point outside the icicle inn...   

Also Furybaba doesn't drop an ice ring or glacier ring,   not sure if this was changed but WallMarket and the documentation both say she should have one.

I think the Save Point access relies on the walkmesh having its exit moved, so I guess either the chunk was omitted again or it's been overwritten by another mod. I think I should probably just move it indoors.

I'll check out the drop.

I got an Item called New Game +, I assume this was a cool Easter egg lol. I remember that I checked the same chest in V1.5 and mentioned it to you that it had nothing in it.

Ah that; I think at one point it actually reset the game and started you back at Reactor 1 but that turned out to be a bad idea due to the opcode for it doing something to the movies (breaks them and causes crash when trying to play one).

kellueHaze

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10836 on: 2021-05-26 14:58:59 »
Hi Dio doesnt appear in his room for the dark cave side quest, im pretty sure i've already gone to the bottom of the north crater so im not sure why he isnt appearing, are there any other conditions required to make him show?
« Last Edit: 2021-05-26 15:17:01 by kellueHaze »

HogwinHD

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10837 on: 2021-05-26 17:05:22 »
Hey @Sega Chief, Loving the mods etc,

Im currently stuck, i have the full set of 12 1:35 soldiers but no way of turning them in for the omni plus materia, No option appears on the Black Cape NPC on the highwind

Im on new threat 2.0.99 Type B playthrough

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10838 on: 2021-05-26 18:13:22 »
Hi Dio doesnt appear in his room for the dark cave side quest, im pretty sure i've already gone to the bottom of the north crater so im not sure why he isnt appearing, are there any other conditions required to make him show?

the dark cave side queest no longer exists for v2. only within v1.x pretty sure hes at the museum in that version.

DarkCacos

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10839 on: 2021-05-27 20:13:04 »
Hello guys, I just registered to this site only to be able to post here... Sorry if I will make some mistakes, but English is not my native language! :D

First thing first I would like to thank Sega Chief for this beautiful mod that tranformed one of the best RPG that there were into another beast of a game! Seriously, the details in this mod are astounding! A true masterpiece that made feel so much joy in playing it in these last days... Not even the FF7 Remake can top it, expecially if you play New Threat with other mods that adjust the old graphic of FF7 a bit and make the game feel a bit more modern.

I am playing Path A right now and I enjoyed all the things New Thread 2.0.99 offer and I must say that it is well balanced from what I saw. Also, the possibility of saving Aerith and continue playing even with her is awesome and all the interaction are well done and in-character. Even if sometime I thinked she resulted a bit "passive" in certain scenario of the story, expecially when there are the "fanservice" scenes between Tifa and Cloud from Mideel onward. I know that there is the event of Shinra Mansion with her and Cloud where she find what appened to Zack, and that is awesome and very well done, but maybe adding some other optional new event with her and Cloud somewhere will help "counterbalance" all the scene that Tifa and Cloud had even in the vanilla game for those who prefer their couple. Because like this to me it seemed that even if saved, she somehow "lost" to Tifa anyway with Cloud.
In any case, even like this I think it's all right in the end if you don't feel like adding more "custom" event. At least she isn't dead anymore if one choose to save her and that is the most important thing for the players that like her. So thanks again for making all this possible!

In the end the only thing that I didn't like very much in the mod were only the fact that you can obtain only one Enemy Skills materia and it's the same with the summons and some other end game materia, expecially with the fact that I would liked to use Hades with Added Effect on multiple character to have some immunity. I understand that maybe the summons and the other things were a bit broken in the vanilla game and needed a "nerf", but in my opinion it's not so good to remove completly the possibility to have multiple copy of them. Maybe making it much more difficult or a real "grind fest" to get more copies would have been more appreciable for some players like me... However in the end it's not that important because if you really want to you can always use the save modifier to add things manually. (As I did to get more Enemy Skills and some other things, even if doing it with cheats it's not the same thing...)

Anyway, there is also another reason if I posted here today a part from my generic feedback.

I would like to report a Game Breaking glitch that can happen in Kalm Town Disk 3:

My setup: New Threat Mod (v2.0.99) installed with 7th Heaven.
Glitch Description: When you go to talk with Barret and you do it at his right with Tifa as Team Leader, after the cutscene when he try to go to the weapon seller to talk with him his 3D model will not pass through the model of the player and the game will remain stuck in an endless loop. Same with Cid. The thing instead will not happen with Cloud, as he will move out of the way.

I will provide a screenshot: https://www.mediafire.com/view/ame4ljmucirqji0/Barret_Bug.png/file

Thank you in advance if you will have the time to fix it!

P.s.: I would also like to ask another thing, if someone here tested it before me. Do some of you guys know if I can create a "New Game +" save with the Black Chocobo Save Editor that works with New Threat 2? I would like to redo the game in Path B when I will finish the Path A, but without losing the materia etc. but I am wondering if all the "flags" for the events will be resetted correctly by Black Chocobo or if it will only reset those for the vanilla game, and so the game will became a mess... If someone already tried this and can tell me if it works or not, it will be much apreciated. If not I think I will try myself and see what will happen... xD

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10840 on: 2021-05-28 12:41:09 »
Hey @Sega Chief, Loving the mods etc,

Im currently stuck, i have the full set of 12 1:35 soldiers but no way of turning them in for the omni plus materia, No option appears on the Black Cape NPC on the highwind

Im on new threat 2.0.99 Type B playthrough

It's not the guy on the Highwind, there's a black-cape NPC in the Mythril Mines you want to talk to (he's in the room next to the one where the Turks appeared).

Hello guys, I just registered to this site only to be able to post here... Sorry if I will make some mistakes, but English is not my native language! :D

First thing first I would like to thank Sega Chief for this beautiful mod that tranformed one of the best RPG that there were into another beast of a game! Seriously, the details in this mod are astounding! A true masterpiece that made feel so much joy in playing it in these last days... Not even the FF7 Remake can top it, expecially if you play New Threat with other mods that adjust the old graphic of FF7 a bit and make the game feel a bit more modern.

I am playing Path A right now and I enjoyed all the things New Thread 2.0.99 offer and I must say that it is well balanced from what I saw. Also, the possibility of saving Aerith and continue playing even with her is awesome and all the interaction are well done and in-character. Even if sometime I thinked she resulted a bit "passive" in certain scenario of the story, expecially when there are the "fanservice" scenes between Tifa and Cloud from Mideel onward. I know that there is the event of Shinra Mansion with her and Cloud where she find what appened to Zack, and that is awesome and very well done, but maybe adding some other optional new event with her and Cloud somewhere will help "counterbalance" all the scene that Tifa and Cloud had even in the vanilla game for those who prefer their couple. Because like this to me it seemed that even if saved, she somehow "lost" to Tifa anyway with Cloud.
In any case, even like this I think it's all right in the end if you don't feel like adding more "custom" event. At least she isn't dead anymore if one choose to save her and that is the most important thing for the players that like her. So thanks again for making all this possible!

In the end the only thing that I didn't like very much in the mod were only the fact that you can obtain only one Enemy Skills materia and it's the same with the summons and some other end game materia, expecially with the fact that I would liked to use Hades with Added Effect on multiple character to have some immunity. I understand that maybe the summons and the other things were a bit broken in the vanilla game and needed a "nerf", but in my opinion it's not so good to remove completly the possibility to have multiple copy of them. Maybe making it much more difficult or a real "grind fest" to get more copies would have been more appreciable for some players like me... However in the end it's not that important because if you really want to you can always use the save modifier to add things manually. (As I did to get more Enemy Skills and some other things, even if doing it with cheats it's not the same thing...)

Anyway, there is also another reason if I posted here today a part from my generic feedback.

I would like to report a Game Breaking glitch that can happen in Kalm Town Disk 3:

My setup: New Threat Mod (v2.0.99) installed with 7th Heaven.
Glitch Description: When you go to talk with Barret and you do it at his right with Tifa as Team Leader, after the cutscene when he try to go to the weapon seller to talk with him his 3D model will not pass through the model of the player and the game will remain stuck in an endless loop. Same with Cid. The thing instead will not happen with Cloud, as he will move out of the way.

I will provide a screenshot: https://www.mediafire.com/view/ame4ljmucirqji0/Barret_Bug.png/file

Thank you in advance if you will have the time to fix it!

P.s.: I would also like to ask another thing, if someone here tested it before me. Do some of you guys know if I can create a "New Game +" save with the Black Chocobo Save Editor that works with New Threat 2? I would like to redo the game in Path B when I will finish the Path A, but without losing the materia etc. but I am wondering if all the "flags" for the events will be resetted correctly by Black Chocobo or if it will only reset those for the vanilla game, and so the game will became a mess... If someone already tried this and can tell me if it works or not, it will be much apreciated. If not I think I will try myself and see what will happen... xD

I guess what could be done is:

1) After beating Safer, an opportunity to save is made with a flag raised. That way, after the ending has played out and the client closes itself, the player can load this save and be back at the point of no return but with a 'game complete' flag activated on it.

2) Add a thing where you can get copies of Materia, equipment, etc. that was previously limited to 1 so people can mess about with it. Not sure what shape that would take, if it'd be a shop or some sort of combat thing (but on the latter, I'm kind of burnt out on that).

I forgot about that problem; I was supposed to fix it I think (or maybe I attempted to fix it but missed something). I'll re-add it to my notes. Fix should be straightforward.

I think what Black Chocobo does is it produces a new save file with the character data retained so it should be fine. However, I think that it'll miss the activation flag for Type B (unless it sets the save file up to go straight into the opening movie as this is where the script sits to set Type A or Type B but unsure).

DarkCacos

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10841 on: 2021-05-28 14:12:54 »
I guess what could be done is:

1) After beating Safer, an opportunity to save is made with a flag raised. That way, after the ending has played out and the client closes itself, the player can load this save and be back at the point of no return but with a 'game complete' flag activated on it.

2) Add a thing where you can get copies of Materia, equipment, etc. that was previously limited to 1 so people can mess about with it. Not sure what shape that would take, if it'd be a shop or some sort of combat thing (but on the latter, I'm kind of burnt out on that).

I forgot about that problem; I was supposed to fix it I think (or maybe I attempted to fix it but missed something). I'll re-add it to my notes. Fix should be straightforward.

I think what Black Chocobo does is it produces a new save file with the character data retained so it should be fine. However, I think that it'll miss the activation flag for Type B (unless it sets the save file up to go straight into the opening movie as this is where the script sits to set Type A or Type B but unsure).
Thank you very much for the quick answer, Sega Chief!

The solution you proposed for the problem would be very appreciable. A shop where you will be able to buy or craft multiple copies of endgame materias will be perfect, even with very high prices (Expecially for the Master materias, if you would like to add even those since normally you can create only 1 in Cosmo Canyon in your mod. Maybe you can set that these can be unlocked in the shop only after you already crafted the normal ones if possible, to make it harder to get. Same for the other like Quadra Magic etc.)

While I'm here I would also like to take the opportunity to ask something about a game item called "Mako Stone". I got it by morphing the Movers in the Northern Crater if I'm not mistaken, but honestly I don't understand what these are for. Are they leftovers from the old crafting system that no longer exists in the new mod or something similar?

Also, regarding the the question I asked regarding the New Game+ with Black Chocobo, I tried and wanted to tell you that the editor put you before the choice for game path A or B when you make the new resetted save. So maybe it can work! Even if before that it told me a strange error about the Kernel.
I will post two screenshot to be more clear:
https://www.mediafire.com/view/srmrhn58vy4k11u/New_Game_Plus_1.png/file
https://www.mediafire.com/view/o5fd88llnmeadio/New_Game_Plus_2.png/file

When I will finish path A doing all the things available I will try to do a New Game + in Path B to verify if there will be problems. If all will work correctly I will post the results here, since maybe even some other users can be interested and would like to know if it works or not.

P.s.: I made a small donation to you because you deserved it. Maybe I will donate more in the future as well. Keep up the good work and thanks again for this great mod! :)

Onepercentofone

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10842 on: 2021-05-28 22:50:42 »
Hey there Sega,

          I've climbed back into this rabbit hole after a few years, since there's been a lot of progress since I last played. I also got a new pc, an actual gaming tower. So I wanted to see what I could do as far as these mods go. I'm a big fan of the New Threat mod, as it's very impressive and keeps me coming back for more! As far as v2.099 goes, I wanted to bring a few things to your attention, in case it hasn't been done already. If it has, I apologize and disregard this whole message. In any case, here goes.

         This issue is minor, and I don't consider it detrimental to the game. The Gigas Armlet now states that it has a normal growth rate for materia, but the image where it shows the slots has the appearance of one that has no materia growth. Again, not a big deal. Here's an image of the Gigas Armlet, the Four Slots, and the Mystile to compare.
https://drive.google.com/file/d/17KHvj6hy6Kw0hFvP7ZEBJJxhs8RlW2Ld/view?usp=sharing
https://drive.google.com/file/d/1ORQjNo-sP-ZbEFhqEIeVrYZJheriaYM5/view?usp=sharing
https://drive.google.com/file/d/1jqkelRBJZ7TpMZcX8-R6-tr5YgdYpiy_/view?usp=sharing

         This next issue is major as it prevents me from advancing. When Tifa is about to be executed via the gas chamber, the guard drops his key on the way out. Once he reaches the door and wonders what happened to his key, he appears to attempt to walk back into the room but gets hung up on something and walks in place forever. I'm unsure as to what caused this issue, and it happens every time I attempt it. The only way I was able to work around it was to "downgrade" to the New Threat version that's included in the Gameplay - Qhimm Catalog iro via 7th Heaven, hustle past the part that was hanging, save, then re-activate the 2.099 version. I've even tried playing with only 2.099 activated thinking that maybe the model was catching on the field or something, but nothing would work.
https://drive.google.com/file/d/1liMoYgSwdYwwDKF_RneaOa5DPXKuYTWB/view?usp=sharing

        The final issue comes from the Great Glacier. When you wake up in the cabin and you go to the save point, the cursor for the additional options doesn't show up, essentially soft locking the game. Again, no idea what causes it, but it happens to me every time.
https://drive.google.com/file/d/1bqRVHQrHL3S4vpenNUqnjdfZ1u05QxOA/view?usp=sharing

       All things considered, this mod is probably one of my favorite gameplay mods out there. The balancing is great, everything about it is wonderful. There were a few points that had me actually laughing my ass off, like the date with Barret. Most of the work done here at Qhimm could put a lot of the people at Square-Enix to shame, and that's my honest opinion. Keep it up, everybody! You guys give us hope.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10843 on: 2021-05-29 01:04:06 »
Thank you very much for the quick answer, Sega Chief!

The solution you proposed for the problem would be very appreciable. A shop where you will be able to buy or craft multiple copies of endgame materias will be perfect, even with very high prices (Expecially for the Master materias, if you would like to add even those since normally you can create only 1 in Cosmo Canyon in your mod. Maybe you can set that these can be unlocked in the shop only after you already crafted the normal ones if possible, to make it harder to get. Same for the other like Quadra Magic etc.)

While I'm here I would also like to take the opportunity to ask something about a game item called "Mako Stone". I got it by morphing the Movers in the Northern Crater if I'm not mistaken, but honestly I don't understand what these are for. Are they leftovers from the old crafting system that no longer exists in the new mod or something similar?

Also, regarding the the question I asked regarding the New Game+ with Black Chocobo, I tried and wanted to tell you that the editor put you before the choice for game path A or B when you make the new resetted save. So maybe it can work! Even if before that it told me a strange error about the Kernel.
I will post two screenshot to be more clear:
https://www.mediafire.com/view/srmrhn58vy4k11u/New_Game_Plus_1.png/file
https://www.mediafire.com/view/o5fd88llnmeadio/New_Game_Plus_2.png/file

When I will finish path A doing all the things available I will try to do a New Game + in Path B to verify if there will be problems. If all will work correctly I will post the results here, since maybe even some other users can be interested and would like to know if it works or not.

P.s.: I made a small donation to you because you deserved it. Maybe I will donate more in the future as well. Keep up the good work and thanks again for this great mod! :)

Mako Stones were unfortunately never assigned a purpose; a bunch of items were devised and the plan was to make use of them in some way but that one slipped the gaps. What I should do is tie them into this end-game shop or something so you can trade them for stuff that's otherwise unique. Although depends where they currently are and how problematic it is to get them.

I looked at the pictures; the warning message can be ignored as this is purely to check if a useless item called Reactor Bomb is in your starting inventory or not (which gets removed following the events of Mako Reactor 1). The actual purpose of this item (disguised as a 'quest' item) is for the field script to have a clean way of identifying if the kernel has been patched or not, as the kernel sets the starting inventory; if the item is missing, then it can be assumed the kernel is not the correct one. But in this case, it's a save being created and started from so the message can be safely ignored.

Thanks for the donation, bud; much appreciated.


Hey there Sega,

          I've climbed back into this rabbit hole after a few years, since there's been a lot of progress since I last played. I also got a new pc, an actual gaming tower. So I wanted to see what I could do as far as these mods go. I'm a big fan of the New Threat mod, as it's very impressive and keeps me coming back for more! As far as v2.099 goes, I wanted to bring a few things to your attention, in case it hasn't been done already. If it has, I apologize and disregard this whole message. In any case, here goes.

         This issue is minor, and I don't consider it detrimental to the game. The Gigas Armlet now states that it has a normal growth rate for materia, but the image where it shows the slots has the appearance of one that has no materia growth. Again, not a big deal. Here's an image of the Gigas Armlet, the Four Slots, and the Mystile to compare.
https://drive.google.com/file/d/17KHvj6hy6Kw0hFvP7ZEBJJxhs8RlW2Ld/view?usp=sharing
https://drive.google.com/file/d/1ORQjNo-sP-ZbEFhqEIeVrYZJheriaYM5/view?usp=sharing
https://drive.google.com/file/d/1jqkelRBJZ7TpMZcX8-R6-tr5YgdYpiy_/view?usp=sharing

         This next issue is major as it prevents me from advancing. When Tifa is about to be executed via the gas chamber, the guard drops his key on the way out. Once he reaches the door and wonders what happened to his key, he appears to attempt to walk back into the room but gets hung up on something and walks in place forever. I'm unsure as to what caused this issue, and it happens every time I attempt it. The only way I was able to work around it was to "downgrade" to the New Threat version that's included in the Gameplay - Qhimm Catalog iro via 7th Heaven, hustle past the part that was hanging, save, then re-activate the 2.099 version. I've even tried playing with only 2.099 activated thinking that maybe the model was catching on the field or something, but nothing would work.
https://drive.google.com/file/d/1liMoYgSwdYwwDKF_RneaOa5DPXKuYTWB/view?usp=sharing

        The final issue comes from the Great Glacier. When you wake up in the cabin and you go to the save point, the cursor for the additional options doesn't show up, essentially soft locking the game. Again, no idea what causes it, but it happens to me every time.
https://drive.google.com/file/d/1bqRVHQrHL3S4vpenNUqnjdfZ1u05QxOA/view?usp=sharing

       All things considered, this mod is probably one of my favorite gameplay mods out there. The balancing is great, everything about it is wonderful. There were a few points that had me actually laughing my ass off, like the date with Barret. Most of the work done here at Qhimm could put a lot of the people at Square-Enix to shame, and that's my honest opinion. Keep it up, everybody! You guys give us hope.

I'll sort out the Gigas Armlet, I must have changed the growth on the fly but forgot to update the visual element on the slots.

I've not heard of that NPC getting stuck on that particular scene; the model swap shouldn't really affect it, but it's a possibility. If I'm unable to replicate it, what I'll do is have a look at it and then add a failsafe timer to have the scene advance regardless of whether he makes it out of the room.

The cabin save point has been a tough one to figure out. I'm not sure why it does that under some circumstances, but I'll take another look and maybe add something special to the script to help with it.

Thanks for the encouragement, bud.


***
Thanks to C. O'D and C.P for the donations.

Onepercentofone

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10844 on: 2021-05-29 01:30:33 »

I've not heard of that NPC getting stuck on that particular scene; the model swap shouldn't really affect it, but it's a possibility. If I'm unable to replicate it, what I'll do is have a look at it and then add a failsafe timer to have the scene advance regardless of whether he makes it out of the room.


Would it help if I provided a save file and a list of all my mods or something? Anything I can do to help, just say the word!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10845 on: 2021-05-29 19:35:47 »
Would it help if I provided a save file and a list of all my mods or something? Anything I can do to help, just say the word!

No, as far as save data goes it won't affect this scene.

I'm thinking now it may be to do with when dialogue boxes are closed as well, perhaps the script hasn't been proofed to certain timings (as in, closing the text too fast/slow can result in him getting stuck). Just a theory though for the time being.

projectgilga

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10846 on: 2021-06-01 13:55:29 »
Hi Sega,

First of all, thanks for all the time and effort put into this mod. I've had a ton of fun beating it during lockdown and has given me a reason to replay FF7.

A few questions now that I'm at endgame (I'm playing Type A):

  • I noticed Cid can be selected as party leader. I understand that Tifa is in order to get her final limit break in Nibelheim. Is there a sidequest for Cid where I also need him as the active party leader?
  • Any tips on Ruby Weapon? I've picked up nearly everything, only got the Ruby & Emerald to defeat and then off to beat Sephiroth. Can't for the life of me do much to Ruby before getting wiped.
  • I had a dupe of 1/35 soldier that I must have picked up in Cosmo Canyon. I found out the one I was missing and picked it up so I had all unique 12. But when I went back to the Collector in Mythril Mines he gave me the text prompt about how he is looking for all 12 even now that I have them all. Is this a known bug?


Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10847 on: 2021-06-01 20:26:16 »
Hi Sega,

First of all, thanks for all the time and effort put into this mod. I've had a ton of fun beating it during lockdown and has given me a reason to replay FF7.

A few questions now that I'm at endgame (I'm playing Type A):

  • I noticed Cid can be selected as party leader. I understand that Tifa is in order to get her final limit break in Nibelheim. Is there a sidequest for Cid where I also need him as the active party leader?
  • Any tips on Ruby Weapon? I've picked up nearly everything, only got the Ruby & Emerald to defeat and then off to beat Sephiroth. Can't for the life of me do much to Ruby before getting wiped.
  • I had a dupe of 1/35 soldier that I must have picked up in Cosmo Canyon. I found out the one I was missing and picked it up so I had all unique 12. But when I went back to the Collector in Mythril Mines he gave me the text prompt about how he is looking for all 12 even now that I have them all. Is this a known bug?



For 2.0, I think I set it up Cid's one in a counter-intuitive way; you enter the busted automated shop in Wall Market with Cloud as party leader. The script should then set the party to Cloud, Tifa, and Cid (assuming they aren't already there). Tifa's one I think she needs to be leader due to the script being a bit of a hack job originally so I left it alone (if it doesn't work as Tifa, then swap to Cloud as leader and try that).

For Ruby, don't go in with 1 person alive like default; the fight works the other way around now where, if only one person remains, he'll Whirlsand that person. You need to try and keep 2-3 people up throughout. There is a bit of time to revive people if you end up with 1 character alive but it depends where he is in the attack rotation. I think he uses a few elemental attacks so Fire and Earth protection along with some beefy magic defence should help a lot.

I'll check his script; maybe the triggers aren't updated? I think one was changed from a default chest to a brand new one, might be that.

projectgilga

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10848 on: 2021-06-01 21:07:22 »
Thanks for your reply. For Ruby I keep getting wiped by Ultima mid-fight, is it a counter to something? I'll play around with a few setups to see if I can get somewhere.

Also, do you have a donations link? I couldn't see one.  ;)

kekko1285

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« Reply #10849 on: 2021-06-02 16:49:41 »
...

Also, do you have a donations link? I couldn't see one.  ;)

They are in the first post of this thread :)