Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4969469 times)

Eresus

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11450 on: 2023-03-05 20:03:56 »
Unfortunately, the game crashes after a few minutes of gameplay, especially in battles. I also noticed that Ice and Bolt have the same Mp cost (4 MP) despite having the description "Efficient MP Cost" for Ice; seems that Bolt should have higher MP cost instead. I'm not sure how limited the combat only mod is, I'll stick to the normal echo-s for now, hoping NT will be fully compatible one day

This may come a little late, but I've found that NT 2.0 Combat Only works just fine if you disable Echo-S day/night cycle (that seemed to be the one responsable for the crashes) and if you place NT above Echo-S in the priority list.









Aynath

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11451 on: 2023-03-06 12:07:48 »
This may come a little late, but I've found that NT 2.0 Combat Only works just fine if you disable Echo-S day/night cycle (that seemed to be the one responsable for the crashes) and if you place NT above Echo-S in the priority list.

Thank you a lot, it's never late to have more info :) I'm already at Disc 3 so I'll stick to the normal game for now. Do you know how much the NT mod combat only affects the game ?

Eresus

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11452 on: 2023-03-06 13:43:09 »
Thank you a lot, it's never late to have more info :) I'm already at Disc 3 so I'll stick to the normal game for now. Do you know how much the NT mod combat only affects the game ?

I've finished NT 1.5 a couple of times, and completed a playthough on NT 2.0 B route a few years ago. I have been playing up until cosmo canyon with NT combat only, and as far as I can tell, the items, materia and weapon shops are using the NT version (which means you get more variation on materia and weapons available compared to ff7 vanilla). Items, materia and weapons are using the properties of NT (so they have a bigger impact on your stats and allows you customize better the role of your characters vs vanilla ff7). In regards to combat, the characters have their NT innate abilities and all the enemies and bosses use the NT script (they are considerable more challenging than vanilla with a more interesting script of attacks).

And to the best of my knowledge, the SP system of NT that allows to customize whether your characters are better at magic, physicals attacks, tankiness, speed, etc... with sources, does not exist, which means that the game is probably going to get harder because while the enemies and bosses have NT balancing, your characters are going to be missing a lot of extra stats.

All in all, the game feels like playing NT 2.0 Lite version, but since it is the only combat modification mod that works with Echo-S, I'll take it, and I'm thankful to Sega Chief for creating this version of the mod.


Aynath

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11453 on: 2023-03-06 21:27:40 »
Thank you a lot for your answer, I also made a few playthroughts on 1.5 and 2.0 but never could test combat only so far. In the meantime, I'm enjoying Echo-S as much, the voices are actually good and gives more depth to the game; it can also be improved due to the new mechanics. I can hope for a blend of NT and Echo-S one day :)

broons

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11454 on: 2023-03-10 00:53:18 »

I could give it a go when I've some more free time; I made one for 1.5 I believe so 2.0 should probably get one too.


Nice! I look forward to it.

xenofears

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11455 on: 2023-03-21 16:52:05 »
Thanks for the mod!

Playing 2.0 Type A (installed through 7th Heaven), I am having some issues with the Pagoda. Yuffie both auto attacks and attacks via commands... is this normal? Also, Shake seems impervious to attacks. When an attack does connect it does zero damage. Is there a trick to him?

BiOMEGA

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11456 on: 2023-03-21 21:55:17 »
Thanks for the mod!

Playing 2.0 Type A (installed through 7th Heaven), I am having some issues with the Pagoda. Yuffie both auto attacks and attacks via commands... is this normal? Also, Shake seems impervious to attacks. When an attack does connect it does zero damage. Is there a trick to him?
Not sure what you mean by "via commands" - you know Yuffie has a special counter in this mod where she will use Mug? Since the Pagoda is row-agnostic (i.e. it has no front or back row) this will happen frequently there.

And yes: many of the enemies have a "trick" to them that you need to figure out. Try other forms of damage! :)

xenofears

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11457 on: 2023-03-22 11:09:50 »
Not sure what you mean by "via commands" - you know Yuffie has a special counter in this mod where she will use Mug? Since the Pagoda is row-agnostic (i.e. it has no front or back row) this will happen frequently there.

And yes: many of the enemies have a "trick" to them that you need to figure out. Try other forms of damage! :)

She was casting fire and doing regular attacks too and I don't think they were counters... I don't think I had materia set up that way but I could be wrong.

In the end I finished the Pagoda but not sure I got the tricks.
Spoiler: show
The second and last bosses I just used regular attacks and the third boss I used Laser.

Otonashi

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11458 on: 2023-03-29 21:01:47 »
Spoiler: show
Hey so I am trying to go back to the great glacier and do some more stuff with the white chocobo. When I disbark my gold chocobo and enter it shows the characters passed out. Then when they get up and merge with cloud he disappears and the game is softlocked.

NicoChirry

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11459 on: 2023-04-18 11:20:28 »
Big shout out too sega chief, this mods phenomenal, currently playing through 2.0, beat 1.5 a while back and it’s so different. Also thanks for all ur help Sega ;)

Damy

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11460 on: 2023-05-16 15:05:06 »
How old is New Threat 1.5 Documenation? Kinda let down that it has not been update so a lot things like drops could have been changed now  :(

EDIT: Two questions which I consider important to know. How to get Masamune in 1.5 if there is? And how to keep Aeris from dying?
« Last Edit: 2023-05-16 16:07:30 by Damy »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11461 on: 2023-05-18 19:42:42 »
How old is New Threat 1.5 Documenation? Kinda let down that it has not been update so a lot things like drops could have been changed now  :(

EDIT: Two questions which I consider important to know. How to get Masamune in 1.5 if there is? And how to keep Aeris from dying?

Spoiler: show
 the black smith has a weapons quest for you late game. the chap who sold the keystone to dio. for v1.5 theres nice big red letters at that specific point of game time, one option allows u to keep her alive from then :> u can also revive her on the highwind via an NPC or kill her back off if really want to 

Damy

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11462 on: 2023-05-19 13:23:12 »
Spoiler: show
 the black smith has a weapons quest for you late game. the chap who sold the keystone to dio. for v1.5 theres nice big red letters at that specific point of game time, one option allows u to keep her alive from then :> u can also revive her on the highwind via an NPC or kill her back off if really want to 


Thanks. Not Condor Fort then? Will do it anyway just in case.

Travis

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11463 on: 2023-05-23 00:48:01 »
Playing through New Threat 2.0. What a mod man. Fantastic work Sega-Chief, can't say enough how awesome and refreshing this mod is. Very cool overall and am excited to see where else it goes as we head towards the finish.

One thought I've had, the love triangle fell off after saving Aerith. I understand that the core game is probably difficult to edit, but to me... it just seems to end with no resolution or "choice" if you will. I just got to Mideel for whatever thats worth, but Aerith seems to be in the background now and its really more about Tifa and Cloud.

I have to say its just doesn't feel right.

Other than that, still loving it. Wonder if I'll be able to get back into sector 7 or see what biggs, wedge, and jesse are doing...

Damy

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11464 on: 2023-05-25 12:28:48 »
but Aerith seems to be in the background now and its really more about Tifa and Cloud.

I have to say its just doesn't feel right.

I agree with that one. It's pretty clear that Aerith is very interested in Cloud so it should have gone different.

Vir

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11465 on: 2023-06-03 22:43:28 »
Hello, thank you again for the terrific mod.

Could somebody explain Fort Condor rewards in the current version?

I have gathered from the documentation that one can get a Safety Bit, a Fairy Ring, and--with no losses and no fighting the boss manually--a Ziedrich? Are there prizes in between those?

Thank you

felipe

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11466 on: 2023-06-09 18:50:21 »
Amazing work on this mod. I finished a normal walkthrough on type B and am on a hard mode run on type B as well. Just have one question though.
Spoiler: show
How do I acquire a mute mask before corel prison to use on the deathclaw? I'm on hard mode type B so no enemies seem to have a mute mask steal or drop.

Cheers.

AhBeng2

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11467 on: 2023-06-11 01:13:36 »
Amazing work on this mod. I finished a normal walkthrough on type B and am on a hard mode run on type B as well. Just have one question though.
Spoiler: show
How do I acquire a mute mask before corel prison to use on the deathclaw? I'm on hard mode type B so no enemies seem to have a mute mask steal or drop.

Cheers.
Spoiler: show
I think Eligor in the train graveyard drops the mute mask.

« Last Edit: 2023-06-11 01:16:03 by AhBeng2 »

AhBeng2

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11468 on: 2023-06-11 01:16:11 »
Hi Sega,

Hope you are doing well. Are you planning to release an updated version of New Threat mod? Cheers.

felipe

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11469 on: 2023-06-11 18:57:35 »
Thank you so much!

felipe

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11470 on: 2023-06-14 02:22:47 »
sorry for the repeat post. Where is the X-attack/2x cut materia? I found it normally on my first playthrough but am having trouble remembering where it is on my second playthrough. currently at the glacier
« Last Edit: 2023-06-14 02:26:51 by felipe »

AhBeng2

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11471 on: 2023-06-15 09:32:08 »
sorry for the repeat post. Where is the X-attack/2x cut materia? I found it normally on my first playthrough but am having trouble remembering where it is on my second playthrough. currently at the glacier

Spoiler: show

2x cut materia is obtained from the cave at the Da Chao statue in Wutai using the Leviathan scales (on Disc 3 by fighting Godo the second time in the pagoda).

X-attack materia is obtained by exchanging the desert rose (Ruby Weapon drop) with the Kalm traveller, IIRC.

loafman

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11472 on: 2023-06-28 17:47:02 »
Sega!  Registered an account here to tell you what a fantastic job you've done on this mod.  FF7 has been my favorite game since i played it in the 90s but I havent been able to enjoy a playthrough of the vanilla version due to slow pace, low level of difficulty, etc.  You nailed it and I've been having a blast with the mod.  Thank you!

A couple bugs to report in 2.0.9991:

during the Corel Huge Materia train fights, Aeris' commands do not animate about 50% of turns.  I believe the actions still have effect, but no graphical indication is present.  For example, I cast Cure 3 and only see her HP count increase with no other indicators.

I believe there's a bug with one of the 1/35th soldiers, I remember picking up every one on my first entry into their respective area per the documentation, but I still only have 11.  I have doubled (and tripled) back and checked all locations and there are none to be picked up.  The only one I do not vividly remember collecting is the one in Gongaga.  Sorry i cant be more precise.

General feedback:

The game is an excellent challenge 95% of the way through but I think the W-Item glitch breaks the game in the late stages.  Unlimited Megalixirs and Gospel Sparks made Shinryu and Omega cake, when previously I'd lost to them 12 times in a row.  I still need to fight Ozma, Ruby and Emerald but i think the same principle applies.  Infinite invincibility shouldnt exist.

I would also suggest a slight late-game difficulty boost.  Ultima Weapon and Godo (2nd round) were pushovers even with Yuffie, who's never been in my party (if i can help it).  Still need to give Lucrecia, Omega Cait Sith and others a shot, but I cannot imagine they'd be much different.  It would be cool if the difficulty factor was somewhere near FFX's final weapon challenges.  Like extremely hard, but not quite impossible.  It would give the game a lot more depth and playability.  Currently I dont feel compelled to even fight these bonus bosses after other similar encounters proved so easy.

But most importantly: FF8NT!   :D

shwamuel

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11473 on: 2023-07-02 05:13:19 »
Hello,
Not sure if i missed it somewhere but while playing New Threat I noticed that White Wind now gets reflected, was this an intended change?

Howzier

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11474 on: 2023-07-10 21:52:59 »
How many kills do you need for limit break 2 for everyone? This needs to be in the douc because I don't know if this is a bug or not.