Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)  (Read 4799179 times)

rufusluciusivan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« Reply #11525 on: 2023-08-08 08:18:54 »
Hello. I found this mod a while ago, did three playthroughs (two of Type A and one of Type B), didn't have a Qhimm profile before, but I knew I had to create one just to leave at least one comment about your awesome mod.

The short version is: Thank you so much for having created this mod. It really feels like a "Final Mix" version of Final Fantasy VII. I played the vanilla game dozens of time, and discovered your mod at a perfect moment - years after my last playthrough, when nostalgia was motivating me to return to FFVII's universe once more. Revisiting the story with an improved translation and discovering all the little things you added here and there had been a pleasure.

Now, to elaborate a little.

As far as gameplay is concerned, I'm a casual player. I played through the vanilla game dozens of time, but never bothered with the Gold Saucer minigames or the Chocobo sidequest, and I never tried to find the Materia combos and weapons that can one-shot the secret bosses - which outside of Ultimate Weapon I never tried beating either. And I played this mod on the Normal difficulty. I mention that to say that, from a casual player's standpoint, the difficulty and balancing of the game are pitch perfect. (And I realized I've played for the longest time with a rather old version - 2.0991 - so I suppose it's been even more polished now.)

I appreciate that you gave enemies and bosses new abilities (or changed the effects of some of their abilities) to make them more challenging, without becoming overpowered. The boss fights feel like a decent challenge, but one that can be overcome as long as the player knows what they're doing, and remembers that buffs, micro-managing the healer, and good character builds are the key to win. In that regards, Jenova-DEATH is my favorite fight. Among the non-optional non-final bosses, it's the one which gave me the most trouble; but once I figured out its gimmick, it became my favorite boss fight. I just love how this fight put to the test my knowledge of the game's mechanics and my strategy, what with it being an endurance match. I have a save file just before it to be able to do it at will... The fights with the TURKs are also great moments. It really feels like I'm fighting versatile opponents with a wide array of techniques (thanks to some details such as them using Turk Antidote if I try to poison them, or Rude using Turk Heal when low on health to also cast fury, which changes a bit the strategy of the fight). Bottom line, the mod's goal was to reach a midcore difficulty, and as far as I'm concerned, it's a success.

I love the way the mod changed the Materia and Weapons to allow for more customization. It took me a little time to adjust to the system, but after I did, I had a great time finding good combinations and assigning roles to my party members. The rebalancing and changes of the abilities are good, and so is the idea to add new Materia.

Little anecdote, I rarely bother with self-imposed challenge, but this mod managed to motivate me to do one. On my third playthrough, I tried stealing and morphing all the bosses. It gave the fights a slightly different edge, and it was a ton of fun.

All the quality of life changes - the possibility to skip some long flashbacks, receiving the Enemy Away Materia early, the NPC that spawns every time there's a new Fort Condor battle,
Spoiler: show
the possibility to have a way to get a Gold Chocobo without doing the tedious breeding sidequest
, and so forth - are appreciated.

The main appeal of this mod to me was the improvement of the translation and the additional content. And boy did it deliver!

I won't pinpoint all the instances of you clarifying or improving the dialogues, or else this comment might turn into an essay. I'm just going to say that it was a real blast to revisit the story with a clearer version. It's often little details, but for instance the mere fact the dialogues clearly explain
Spoiler: show
everything about the Reunion and the fact Jenova is impersonating Sephiroth
make the experience better. I also like how you took the liberty to tweak some dialogues to slightly change the meaning of some events, but while retaining the characters' personalities. For instance, I like how Shinra's actions during the Midgar arc are given a slight different meaning because in your version they are aware that Midgar will soon become unsustainable, and their fight against AVALANCHE is also a way for them to divert the citizens' attention so that they have enough time to accomplish the Neo-Midgar project. It gives more sense to their actions at the Sector 7 pillar. Your way of writing is also good in that it stays true to the characters' personalities - especially when it comes to Aeris' dialogues.

To me, the biggest asset of the mod is the additional content. Once more, I won't pinpoint all the specific examples I liked, I will just say that discovering all of these additions was my greatest pleasure when playing through the mod. Bosses and mini-bosses have been added at perfect moments. The Guard Scorpion becoming a recurring boss and running gag was cool. When playing the vanilla game, I remember sometimes thinking it would have been cool to have boss fights at some key moments of the game (Floor 59 of Shinra building, end of Mythril Mines, at the end of the Junon Weapon Raid in front of the Highwind), and this mod gave it to me.

Of course I also enjoyed the additional scenes. My favorite one is
Spoiler: show
the moment when Yuffie attempts to rob the party
.

The new sidequests and optional bosses were a ton of fun. I almost wish there were more additional dungeons like
Spoiler: show
the return to the Gi Cave
, or that
Spoiler: show
the fights between Tifa and Zangan or for Aeris' fourth Limit Break
had been kept. I loved the cameos at the end of the Special Fights of the Battle Arena.

Finally, one additional content I especially liked was the 'talk to party in towns' feature. It doesn't look like much, some may think it's cosmetic, but I think it did SO MUCH to flesh the characters out. I like FF7's characters, but the original game also shows its age when it comes to its way of handling them. After a while, once their arc is resolved, and outside of the occasional key moment, most of the characters disappear into the background, and only briefly show up for group conversations. Your mod's feature allows to feel like they're more present.

A quick word about the Type B scenario. I made the mistake of doing it right after my Type A playthrough. Therefore, I adored the Midgar Arc, and did the rest of the game on autopilot to see the alternate boss roster. Though I'm not reproaching anything - the changes of the Midgar storyline alone are a great thing, and must have needed a ton of work. I confess however that I prefer Type A's approach of keeping the original story's event progression and improving it. Still, the two scenarios are a testimony of how much work has been put into the mod.

I'd like to finish by discussing in more details a very spoilery addition:

Spoiler: show
I'm of course talking about the possibility of saving Aeris. It's in my opinion one of the best features of the mod, because you took the time to integrate it into the story, and her into the events. It really gives me the impression to play an alternate version of the story. In my opinion, save maybe for one or two details, it's perfectly integrated in the general story and doesn't create plot holes.

If I had one suggestion, it would simply be to expand a little the scene of the aftermath after the events of the Forgotten City, the one when the entire party is gathered in one house with Aeris resting on the bed. In the mod, it's the only part where I think Aeris' inclusion raises a plot-related problem, as nobody asks her what she was trying to do. The idea I propose would be to have Aeris wake up, the other party members are happy, and ask her what she attempted to do, which she explains. (Bottom line, she gives them some of the information she'll also remind them later at Cosmo Canyon. She tried to ask the Planet, they mentioned Holy, but they weren't clear on what it was exactly or how she could cast it. The altar felt like a dead end to her.) Cloud and the others would conclude her attempt was a failure/dead end, since the access is now blocked once again, and Cloud (influenced by the Jenova cells) would therefore impose his idea to go north and kill Sephiroth. However, I don't know if it's feasible. I recall reading one of your comments in which you explained it's very tricky to add new dialogues because of the way text boxes are coded in the original game...

Anyway, minor nitpick aside, your mod is the thing that made me like Aeris and use her in my team. In the vanilla game, I've always felt neutral about her. I thought she was a good character, but far from my favorite, and since I knew she was going to die I never used her in my team. However, since in New Threat there is an alternate story with her surviving, it made me use her as much as possible in Disks 2 and 3, to see all the new content. And I realized just how powerful she could be as a mage... (In the vanilla game, I've always thought she's too specialized for her own good; but since your mod encourages to specialize the party members, she fits like a glove...) Plus, I adore your way of writing her. Like many I think, I cheered widely when she gave Scarlet the chair (loved that reference), and I adored the optional conversation with her after the Zack flashback - the moment in which her writing is the most spot-on. After my first playthrough of New Threat, Aeris barely left my team... To the point I still have to force myself to do a "regular" playthrough of the original story with her perma-death now...


Final random anecdote. I played some parts of the game with my brother in the same room. When Diamond Weapon made a JoJo reference, we went wild. :P Just a final example on how little details are the salt of this mod.

To conclude, I'm impressed (and delighted) to see you're still working on the mod in order to add and improve its content. I confess I updated my version yesterday just to play through the Junon Weapon Raid once more. It's one of my favorite moments of the vanilla game, so I loved how you expanded on it. But I probably will do an other full playthrough at some point, because I'm curious to see what is the "secret encounter" which was made unmissable. I have a hard time picturing what it is...

Apologies for the long comment. :D I wanted to write it for a long time, so once I started it, there was no stopping me. Once more, thank for this mod and for all of your hard work.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« Reply #11526 on: 2023-08-08 10:42:09 »
I'll ask them about it.

I wasn't able to replicate the first issue at Gold Saucer, but I did see the 2nd issue at Whirlwind Maze; I've implemented a fix and will update the mod tonight along with some other fixes.

Another user reported the same bug, but frustratingly I'm still unable to replicate on either 7h or using the regular installer via Steam in either of those rooms. Were there any other mods being used or have other mods been hard-installed in the past? For next patch I'll take copies of the 2.09992 fields and import them over in case there's some corruption or similar happening there.

.

Glad you enjoyed it; I'll see what I can do with the suggestion for post-altar scene, adding dialogue itself isn't tough but it's more of a case of finding where its a good place to put it, and sometimes scenes need adjusted or added to fit it.

Final_Figue

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« Reply #11527 on: 2023-08-08 11:15:24 »
Hello Sega Chief.

I don´t know what is happening but I can´t send you messages. Yesterday I found another issue: There is an error in the text when you use Knights of Round.

By the way right now I finished the game, my save files would be still useful?

rufusluciusivan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« Reply #11528 on: 2023-08-08 20:00:07 »
Indeed I enjoyed it.

Also, I've encountered a bug during the Junon Weapon Raid. When I have only Barret and Cait Sith in my party, during the encounter with Yuffie. At one point, when Yuffie is supposed to move, she remains blocked by Barret's sprite and the game is softlocked. It happens after Cait Sith says: "They stopped us from getting to her. We'll need to try again later..." Yuffie then starts walking, and is blocked by Barret's sprite.

I tried two more times by having Barret arrive in a different part of the screen, but the bug happened each time. Does anyone else encounter the same problem?

« Last Edit: 2023-08-08 20:07:18 by rufusluciusivan »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« Reply #11529 on: 2023-08-09 00:04:21 »
Hello Sega Chief.

I don´t know what is happening but I can´t send you messages. Yesterday I found another issue: There is an error in the text when you use Knights of Round.

By the way right now I finished the game, my save files would be still useful?

Messages I think unlock after X amount of posts.

Yeah the save files would still be handy for testing. I'll check into the KOTR text, the pointer for the text maybe got mucked up again as it's the very last one in the file (I think).

Indeed I enjoyed it.

Also, I've encountered a bug during the Junon Weapon Raid. When I have only Barret and Cait Sith in my party, during the encounter with Yuffie. At one point, when Yuffie is supposed to move, she remains blocked by Barret's sprite and the game is softlocked. It happens after Cait Sith says: "They stopped us from getting to her. We'll need to try again later..." Yuffie then starts walking, and is blocked by Barret's sprite.

I tried two more times by having Barret arrive in a different part of the screen, but the bug happened each time. Does anyone else encounter the same problem?



I'll sort that out tomorrow and have a patch up.

Howzier

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« Reply #11530 on: 2023-08-10 19:16:05 »
Every single time I level up a command materia to max I get "{BOX:RED} Limit Break" and the steam achievement "master materia". It doesn't seem to have any affect on gameplay it's just annoying. https://imgur.com/a/3mXmNnS

Final_Figue

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« Reply #11531 on: 2023-08-11 07:14:34 »
Hello again Sega Chief.

Well, if a need more comments to start sending messages I take this chance to give you tips:

I´m already finish 2.0 twice and I found something that could be interesting for you:

Spoiler: show
There is a way to break the game:SPOILERS

Spoiler: show
In resume "Sneak attack": I used these formulas in my second gameplay, quick example:
Ultima+Sneak attack+Ultima - Sneak attack+KHOR+MP Turbo - Comet+Sneak Attack+Comet
Kjata+sneak attack+Bahamut - Neo Bahamut+Sneak Attack+Ramuh - Shiva+Sneak Attack+Ifrit
These combinations could use in the two rows of every character.
I beat all the new bosses that have the "Limit 4" with these formulas, in some cases only need one character to win the match. I don´t know if I´m going to regret to tell you this because is an easy way to finish the game (Even Sephiroth in his two forms) but I asume that a solution could be this:
Sneak Attack - One Star (Like the Summons of this version)


My list of suggestions (Whishes) for the Type "B" - Hard mode:
- At he begining of the game (First scene) could be useful find this accesory: "Cat's Bell" - Would nice to steal it from one of the soilders, I never use this accessorie but in this point of the game would be awesome.

- Again, at the begining of the game would be nice to find a reward of gil (Maybe from the soldiers...again) something like: "165 giles", like a little help to buy "Steal" materia at the begining.

- One purple Materia: Strenght Plus or something like that, a materia to increase the Strenght, One Star, at least one.

- I reached level 99 but it was difficult (At least for me) to have 9999 at least with two characters, so, I suggest to add a second "HP Plus" or this idea: Items in the field (Very hide), rewards after win mid-bosses/bosses-battles, some examples:

- Potion+           (Increase the HP by 45)
- Potion++         (Increase the HP by 85)
- Potion+++      (Increase the HP by 255)
- Potion ++++   (Increase the HP by 460)
- Potion +++++ (Increase the HP by 875)

The same idea could by apply for MP.

- More items in the field, there are a lot of empty spaces.

Tiny Bronco and Highwing:
- The are a lot of empty islands, so, would be nice to reach one new city/village/reactor when you get the Tiny Bronco and the same idea with the Highwind.

- Turks:
Everything is right with them but at the begining of the game the items that we can obtain from them (Using "Steal" Materia) are kind of poor (At least in my opinion).

Well, that´s all. Thank you for reading me and I hope this help you in some way.

* Sorry for my poor english.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« Reply #11532 on: 2023-08-11 13:44:06 »
Every single time I level up a command materia to max I get "{BOX:RED} Limit Break" and the steam achievement "master materia". It doesn't seem to have any affect on gameplay it's just annoying. https://imgur.com/a/3mXmNnS

It looks like some of the text strings in the kernel have been messed up; I'll sort that out.

Hello again Sega Chief.

Well, if a need more comments to start sending messages I take this chance to give you tips:

I´m already finish 2.0 twice and I found something that could be interesting for you:

Spoiler: show
There is a way to break the game:SPOILERS

Spoiler: show
In resume "Sneak attack": I used these formulas in my second gameplay, quick example:
Ultima+Sneak attack+Ultima - Sneak attack+KHOR+MP Turbo - Comet+Sneak Attack+Comet
Kjata+sneak attack+Bahamut - Neo Bahamut+Sneak Attack+Ramuh - Shiva+Sneak Attack+Ifrit
These combinations could use in the two rows of every character.
I beat all the new bosses that have the "Limit 4" with these formulas, in some cases only need one character to win the match. I don´t know if I´m going to regret to tell you this because is an easy way to finish the game (Even Sephiroth in his two forms) but I asume that a solution could be this:
Sneak Attack - One Star (Like the Summons of this version)


My list of suggestions (Whishes) for the Type "B" - Hard mode:
- At he begining of the game (First scene) could be useful find this accesory: "Cat's Bell" - Would nice to steal it from one of the soilders, I never use this accessorie but in this point of the game would be awesome.

- Again, at the begining of the game would be nice to find a reward of gil (Maybe from the soldiers...again) something like: "165 giles", like a little help to buy "Steal" materia at the begining.

- One purple Materia: Strenght Plus or something like that, a materia to increase the Strenght, One Star, at least one.

- I reached level 99 but it was difficult (At least for me) to have 9999 at least with two characters, so, I suggest to add a second "HP Plus" or this idea: Items in the field (Very hide), rewards after win mid-bosses/bosses-battles, some examples:

- Potion+           (Increase the HP by 45)
- Potion++         (Increase the HP by 85)
- Potion+++      (Increase the HP by 255)
- Potion ++++   (Increase the HP by 460)
- Potion +++++ (Increase the HP by 875)

The same idea could by apply for MP.

- More items in the field, there are a lot of empty spaces.

Tiny Bronco and Highwing:
- The are a lot of empty islands, so, would be nice to reach one new city/village/reactor when you get the Tiny Bronco and the same idea with the Highwind.

- Turks:
Everything is right with them but at the begining of the game the items that we can obtain from them (Using "Steal" Materia) are kind of poor (At least in my opinion).

Well, that´s all. Thank you for reading me and I hope this help you in some way.

* Sorry for my poor english.


Are these setups using triple slots? Balancing-wise, I'm probably not going to change the base mod around it; would rather hear about what OP things people cook up.

I can add more gil and extra stuff to start of Route B, sure. And I'll see about adding some additional things to the various field screens; I added a bunch of new things for the 2.0 build, but I guess some more wouldn't hurt too much.

Adding new towns, etc. is beyond me I'm afraid.

I can review the steals from the Turks and make them a bit better; won't be as good as the original (Ziedrich for instance) but can perhaps give them stuff that's a tier ahead of what's current at the point of the game they're fought.

Terydin

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
« Reply #11533 on: 2023-08-12 08:13:48 »
Alright. I've been killing myself for days now and I can't find an answer. How do I unlock the level 2 limits? I've been progressing through the story and massacring enemies left and right, but I can't unlock the level 2 limits.

Edit: Never mind. Once I posted this, I went ahead and continued killing and then unlocked them...holy crap...
« Last Edit: 2023-08-12 08:19:38 by Terydin »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11534 on: 2023-08-13 12:16:24 »
Alright. I've been killing myself for days now and I can't find an answer. How do I unlock the level 2 limits? I've been progressing through the story and massacring enemies left and right, but I can't unlock the level 2 limits.

Edit: Never mind. Once I posted this, I went ahead and continued killing and then unlocked them...holy crap...

Yeah, it's the same process as vanilla game with slightly different values needed. List is below:

Spoiler: show

Cloud
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 120 kills
Lv.2-2: 5 uses of 2-1
Lv.3-1: 240 kills
Lv.3-2: 4 uses of 3-1

Barret
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 90 kills
Lv.2-2: 5 uses of 2-1
Lv.3-1: 180 kills
Lv.3-2: 4 uses of 3-1

Tifa
Lv.1-2: 8 Uses of 1-1
Lv.2-1: 90 kills
Lv.2-2: 6 uses of 2-1
Lv.3-1: 180 kills
Lv.3-2: 4 uses of 3-1

Aeris
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 80 kills
Lv.2-2: 5 uses of 2-1
Lv.3-1: 160 kills
Lv.3-2: 4 uses of 3-1

Red XIII
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 80 kills
Lv.2-2: 5 uses of 2-1
Lv.3-1: 160 kills
Lv.3-2: 4 uses of 3-1

Yuffie
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 80 kills
Lv.2-2: 5 uses of 2-1
Lv.3-1: 160 kills
Lv.3-2: 4 uses of 3-1

Cait Sith
Lv.1-2: 3 Uses of 1-1
Lv.2-1: 6 kills

Vincent
Lv.2-1: 6 kills
Lv.3-1: 12 kills

Cid
Lv.1-2: 6 Uses of 1-1
Lv.2-1: 40 kills
Lv.2-2: 4 uses of 2-1
Lv.3-1: 80 kills
Lv.3-2: 4 uses of 3-1


***

Mod updated to 2.09994, patch notes below:

Spoiler: show

2.09994
*) Kernel strings corrected ('Materia born', etc.)
*) Revisions made to some Turk steals (Mythril Mines, Pillar, Church)
*) Added a failsafe to Holzoff save point
*) Reimported older fields (2.094) for Wonder Square & Chocobo Square (attempting to resolve unknown crash on Installer version for those two screens)
*) Resolved softlock in Weapon Raid where Yuffie as a reporter would collide with Barret when trying to 'join' the party
*) Fixed issue where Cloud would not be re-added to the party after Battle Square when not the party leader
« Last Edit: 2023-08-13 12:19:01 by Sega Chief »

klarrox

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11535 on: 2023-08-14 05:54:51 »
hey, i just recently started playing new threat and i was wondering, is there a text doc or something along those lines for help in finding the ultimate weapons/lv4 limits? i would very much appreciate any help in that regard.

also how do i get rid of the two shinra troops in the airships chocobo pen? that was kinda getting to me a little too

chaoz

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11536 on: 2023-08-14 10:27:31 »
umm.. im playing this 2.0 mod now but im stock in jenova birth boss after it uses the propagate skill nothing happens it misses.. then u cant do anything else u can pause it but atb doesnt move cant atk or anything .. ive watch some yt vids its suppose to summons some tentacles things ..ive taken off all mods and left only new threat 2.0 still da same

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11537 on: 2023-08-14 16:40:20 »
hey, i just recently started playing new threat and i was wondering, is there a text doc or something along those lines for help in finding the ultimate weapons/lv4 limits? i would very much appreciate any help in that regard.

also how do i get rid of the two shinra troops in the airships chocobo pen? that was kinda getting to me a little too

There should be a doc in the documentation called Item & Materia placement that can give a general rough idea of where to go for each thing (if it's from an enemy, it's listed as a Drop (D), Steal (S), or Morph (M).

I can add an option to kick them out or something.

umm.. im playing this 2.0 mod now but im stock in jenova birth boss after it uses the propagate skill nothing happens it misses.. then u cant do anything else u can pause it but atb doesnt move cant atk or anything .. ive watch some yt vids its suppose to summons some tentacles things ..ive taken off all mods and left only new threat 2.0 still da same

I did a test and they spawned in, so my best guess is that something's persisted in the install that's interfering with it. You might need to try a fresh install of the game to make sure any other mods that were being used haven't left permanent changes. Either that or it's maybe something like the FFNX build maybe. Something that might shed some light on it is the log file as that might pick up on issues: in the FF7 install directory, look for an APP.log and a FFNx.log; might be something in these that pinpoints what the issue is (can use pastebin to pass the contents in here).

chaoz

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11538 on: 2023-08-15 14:17:41 »
is this the FFNx.log ?

[00000000] INFO: FFNx driver version 1.15.0.118
[00000000] TRACE: v1: 0x99CE0805, v2: 0xAC0D8B00
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: Original resolution 640x480, Scaling factor 2x, Internal resolution 1280x960, Output resolution 1920x1080
[00000000] INFO: Max texture size: 32768x32768
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INITIALIZE DD/D3D START
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] INITIALIZING MIDI...
[00000001] selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
[00000001] midi data type: GENERAL MIDI
[00000001] using midi data file: E:\DOCUMENTS\steam\steamapps\common\FINAL FANTASY VII\data\midi\midi.lgp
[00000001] midiOutGetVolume returned: ffffffff
[00000001] MIDI INITIALIZED
[00000001] set music volume: 127
[00000001] MIDI set volume: 127
[00000001] 100% of 127 = 127
[00000001] set music volume: 127
[00000001] MIDI set master volume: 100
[00000001] MIDI set volume: 127
[00000001] 100% of 127 = 127
[00000001] INFO: NxAudioEngine initialized: channels=2,sample_rate=44100
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000002] TRACE: MODE_CREDITS
[00000361] GLITCH: Non-uniform scaling: 0.000000
[00000958] set music volume: 127
[00000958] MIDI set volume: 127
[00000958] 100% of 127 = 127
[00000959] MIDI play: 95
[00000959] reading midi file: PRE.mid
[00000959] current volume: 127
[00000959] MIDI is playing SUCCESSFULLY!!!
[00000962] INFO: Original resolution 640x480, Scaling factor 2x, Internal resolution 1280x960, Output resolution 1920x1001
[00001522] set music volume trans: 127->0, step=60
[00001522] MIDI set volume trans: 127->0; step=60
[00001585] MIDI stop
[00001585] - OK
[00001586] MIDI stop
[00001586] - OK
[00001587] END OF CREDITS!!!
[00001587] Entering MAIN
[00001587] set music volume: 127
[00001587] MIDI set volume: 127
[00001587] 100% of 127 = 127
[00001587] Exiting MAIN
[00001587] START OF MENU SYSTEM!!!
[00001588] TRACE: MODE_MAIN_MENU
[00002164] END OF MENU SYSTEM!!!
[00002164] Entering MAIN
[00002167] TRACE: MODE_FIELD
[00002168] Exiting MAIN
[00002168] Field Start
[00002168] set music volume: 127
[00002168] MIDI set volume: 127
[00002168] 100% of 127 = 127
[00002168] MIDI play: 35
[00002168] reading midi file: COSTA.mid
[00002168] current volume: 127
[00002168] MIDI is playing SUCCESSFULLY!!!
[00002494] Entering MAIN
[00002494] set music volume: 127
[00002494] MIDI set volume: 127
[00002494] 100% of 127 = 127
[00002495] TRACE: MODE_GAMEOVER
[00002496] Exiting MAIN
[00002496] MIDI stop
[00002496] - OK
[00002496] MIDI play: 58
[00002496] reading midi file: OVER2.mid
[00002496] current volume: 127
[00002496] MIDI is playing SUCCESSFULLY!!!
[00003404] set music volume trans: 127->0, step=60
[00003404] MIDI set volume trans: 127->0; step=60
[00003404] MIDI stop
[00003404] - OK
[00003404] Entering MAIN
[00003404] Exiting MAIN
[00003404] START OF CREDITS!!!
[00003405] TRACE: MODE_CREDITS
[00003417] set music volume trans: 10->0, step=60
[00003417] MIDI set volume trans: 127->0; step=60
[00003450] MIDI stop
[00003450] - OK
[00003481] MIDI stop
[00003481] - OK
[00003482] END OF CREDITS!!!
[00003482] Entering MAIN
[00003482] set music volume: 127
[00003482] MIDI set volume: 127
[00003482] 100% of 127 = 127
[00003482] Exiting MAIN
[00003482] START OF MENU SYSTEM!!!
[00003483] TRACE: MODE_MAIN_MENU
[00004210] END OF MENU SYSTEM!!!
[00004210] Entering MAIN
[00004213] TRACE: MODE_FIELD
[00004214] Exiting MAIN
[00004214] Field Start
[00004214] MIDI play: 24
[00004214] reading midi file: HORROR.mid
[00004214] current volume: 127
[00004214] MIDI is playing SUCCESSFULLY!!!
[00004214] set music volume: 127
[00004214] MIDI set volume: 127
[00004214] 100% of 127 = 127
[00005416] MIDI play: 24
[00005416] song is already playing...
[00005416] set music volume: 127
[00005416] MIDI set volume: 127
[00005416] 100% of 127 = 127
[00005754] set music volume: 96
[00005754] MIDI set volume: 96
[00005754] 100% of 96 = 96
[00005754] MIDI play: 24
[00005754] song is already playing...
[00006957] set music volume trans: 96->127, step=128
[00006957] MIDI set volume trans: 96->127; step=128
[00007585] Field Quit
[00007585] Entering MAIN
[00007585] MIDI play: 24
[00007585] song is already playing...
[00007585] Exiting MAIN
[00007585] Entering FRAME_INITIALIZE SWIRL
[00007585] Exitting FRAME_INITIALIZE SWIRL
[00007586] TRACE: MODE_SWIRL
[00007588] Swirl sound_effect1
[00007588] End of Swirl sound_effect1
[00007638] Entering FRAME_QUIT SWIRL
[00007638] Exitting FRAME_QUIT SWIRL
[00007638] Entering MAIN
[00007639] TRACE: MODE_BATTLE
[00007640] Exiting MAIN
[00007640] [BATTLE] Entering FRAME_INITIALIZE
[00007640] [BATTLE] Scene# 489
[00007640] [BATTLE] Exitting FRAME_INITIALIZE
[00007886] [BATTLE] Begin main battle loop
[00020818] WM_CLOSE
[00020818] [BATTLE] Entering FRAME_QUIT
[00020818] [BATTLE] endof battle.
[00020818] [BATTLE] Exitting FRAME_QUIT
[00020818] Field Quit
[00020818] MIDI stop
[00020818] - OK
[00020818] resetting MIDI driver volume
[00020818] - OK
[00020818] UNINITIALIZE DD




---
APPx.log has nothin innit

Howzier

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11539 on: 2023-08-15 14:45:32 »
Sometimes when I use Cid's Big Brawl limit he attacks causing no damage or even displaying it, when it's over my party wins even when the monsters are still on screen.

Flowergirl

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11540 on: 2023-08-15 18:14:05 »
Hi! I've recently started playing New Threat 2.09993 Type A and I'm having a blast, but I've encountered a major bug that probably won't let me progress through the story. The game softlocks whenever I enter Chocobo or Wonder Square; not the actual first screens that you can access from the station (I can enter those two just fine), but the areas where chocobo races are held and where all the minigames are, respectively. At first I didn't give it much thought because I believed that you didn't need to access those two areas to advance through the story, but I've just remembered that you actually have to when chasing Cait Sith during the date, so I don't think I will be able to go past that point in the story. Is there anyway I can fix this?

Dorklord

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11541 on: 2023-08-15 18:18:05 »
Hi!

I'm playing Type A and just reached the Mythril Mines where I ended up fighting Reno as a boss. From what I remember from version 2.0.9991, shouldn't Rude and Elena be here as bosses in Type A instead of Reno? EDIT: Playing the 7th Heaven version just to be clear.
« Last Edit: 2023-08-15 20:13:07 by Dorklord »

InfernAngelis89

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11542 on: 2023-08-17 20:39:55 »
Hi Sega!

I wanted to ask if there is a better breakdown of the differences between 1.5 and 2.0? Or at least a full change log for 1.5? I remember there being a guide with changes per each area of the game. Any help is appreciated!
« Last Edit: 2023-08-18 08:20:29 by InfernAngelis89 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11543 on: 2023-08-18 13:47:23 »
is this the FFNx.log ?
[00007640] [BATTLE] Scene# 489
[00007640] [BATTLE] Exitting FRAME_INITIALIZE
[00007886] [BATTLE] Begin main battle loop
[00020818] WM_CLOSE
[00020818] [BATTLE] Entering FRAME_QUIT
[00020818] [BATTLE] endof battle.
[00020818] [BATTLE] Exitting FRAME_QUIT
[00020818] Field Quit
[00020818] MIDI stop
[00020818] - OK
[00020818] resetting MIDI driver volume
[00020818] - OK
[00020818] UNINITIALIZE DD

Doesn't seem to be much info to go on. I'd try a clean reinstall of FF7, but beyond that unsure what the issue could be; I wasn't able to replicate it on 7h or Steam.

Sometimes when I use Cid's Big Brawl limit he attacks causing no damage or even displaying it, when it's over my party wins even when the monsters are still on screen.

This issue affects FF7 on PC in general from what I remember, the attack doesn't have the animation data set correctly or something so enemies react to it strangely (similar to Vincent's mug glitch I think where one of his battle models will cause the next animation to skip when Mug is used). There's not much I can do about it unfortunately as I'm not too familiar with the animation structure.

Hi! I've recently started playing New Threat 2.09993 Type A and I'm having a blast, but I've encountered a major bug that probably won't let me progress through the story. The game softlocks whenever I enter Chocobo or Wonder Square; not the actual first screens that you can access from the station (I can enter those two just fine), but the areas where chocobo races are held and where all the minigames are, respectively. At first I didn't give it much thought because I believed that you didn't need to access those two areas to advance through the story, but I've just remembered that you actually have to when chasing Cait Sith during the date, so I don't think I will be able to go past that point in the story. Is there anyway I can fix this?

There's an unknown issue affecting the installer version where some fields are crashing when entered; for the 2.09994 build I imported fresh fields for those two screens from an older build which seemed to resolve the issue, but I'm being told that there's another later on in the whirlwind maze (3rd wind screen). My plan is to retire the installer and replace it with something more direct but for now updating to 2.09994 should fix those two screens.

Hi!

I'm playing Type A and just reached the Mythril Mines where I ended up fighting Reno as a boss. From what I remember from version 2.0.9991, shouldn't Rude and Elena be here as bosses in Type A instead of Reno? EDIT: Playing the 7th Heaven version just to be clear.

I think I added a Reno encounter there for Type B, but seems it's being used for Type A by mistake. I'll review the code and fix it.

Hi Sega!

I wanted to ask if there is a better breakdown of the differences between 1.5 and 2.0? Or at least a full change log for 1.5? I remember there being a guide with changes per each area of the game. Any help is appreciated!

Only thing I can really offer is to compare the 1.5 documentation to the 2.0 documentation:
1.5: https://mega.nz/file/C5VAHAZJ#ek2yQaCGtMhABm6HEAj-4M-PiQhC5ELlmEknOEcuciQ
2.0: https://mega.nz/file/Kt1xkZTJ#eq4TQ-4S_ptw6v1zOnJstMLPyFFlBlshbG49tdV1o7Y

I never really kept a proper changelog for 1.5, and when I redid everything I didn't document the changes going from 1.5 to 2.0. Broad strokes is a bunch of content was either revised or cut, event scripting revisions, redid encounters & character/equipment balancing.

Flowergirl

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11544 on: 2023-08-18 16:54:06 »
So, will the new version also fix the Whirlwind maze issue? And in order to update the mod, can I download the newest version and patch my already patched game? Or do I need to uninstall everything before? I'm really ignorant when it comes to this kind of stuff, sorry.
« Last Edit: 2023-08-18 20:57:00 by Flowergirl »

InfernAngelis89

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11545 on: 2023-08-18 19:28:09 »
Thank you! That helps!

Also a few small questions:

1. is there a list by chance of new added random encounters? Example:Ziegfriend outside of Fort Condor. I am using an excel spreadsheet of all monster list for steal/morph/etc for your Mod but Ziegfriend was not listed. So I just want to be sure I dont miss any other amazing fights!

2.Are there any weapons that override the 1/8 damage reduction from morph? Or would mastering the materia get rid of the reduction?

3.I was casting Esuna to get rid of the sadness alignment but it kept missing. Is that correct?

« Last Edit: 2023-08-19 01:59:13 by InfernAngelis89 »

Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11546 on: 2023-08-19 11:48:11 »
I found three weird things on Whirlwind Maze, in the parts where we have to dodge the elements to skip a battle:
- on the second screen, the first one with the green wave, said green wave was spazzing out making it impossible to dodge: it was pretty much stuck in the middle of the screen jittering left and right. It might have only been a visual bug, I couldn't say.
- on all three fights (yeah, I dodged 0/3 times) the win fanfare didn't play but the battle music kept going until I was back on the field screen
- this was probably intended as a QOL change, but in case it isn't, getting hit knocks Cloud forwards instead of backwards

Also, during the Junon escape, the new scene where the Shinra trooper notices he's dropped the key and retrieves it plays, but then when the gas started pouring in the key was back there, and in the end I had to do the key minigame with Tifa, so I don't know what's up with that.

I wanna say this mod is fantastic. I had played an older version of NT several years ago but only got up to the Midgar escape and it was a blast. This new NT2 is even better. While I'm not finding it nearly as hard (even though I'm playing with hard mode on) all the changes you've done are exceptional. It's like if FF7 had an Arrange mode.

Vineos1

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
« Reply #11547 on: 2023-08-19 13:53:10 »
Hello,

first: I am amazed. I found out about this mod via twitch stream. I had to get it right away. After some difficulties with installing the mod (because I use steam and german version) I jumped in and lost myself in the game

Now I beat Jenova death and morphed her. Battle ends, Black Materia handed over to Barret. Saved and wanted to proceed, entering next loading zone leads to black screen every time. Reloading and restarting PC doesn't solve the problem. Is this a known issue? And if so, is there a work around or anything? I would really love to progress through this awesome mod!

Thanks in advance.


Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11548 on: 2023-08-19 15:15:46 »
So, will the new version also fix the Whirlwind maze issue? And in order to update the mod, can I download the newest version and patch my already patched game? Or do I need to uninstall everything before? I'm really ignorant when it comes to this kind of stuff, sorry.

Yeah just patch over the top of what you have; I've retired the installer due to the field screen issues so now all you do is unzip the folder and drop the contents into the FF7 install directory; you'll get a message about merging/overwriting files, just confirm and it should be good to go.

Thank you! That helps!

Also a few small questions:

1. is there a list by chance of new added random encounters? Example:Ziegfriend outside of Fort Condor. I am using an excel spreadsheet of all monster list for steal/morph/etc for your Mod but Ziegfriend was not listed. So I just want to be sure I dont miss any other amazing fights!

2.Are there any weapons that override the 1/8 damage reduction from morph? Or would mastering the materia get rid of the reduction?

3.I was casting Esuna to get rid of the sadness alignment but it kept missing. Is that correct?



I didn't add many new random mob encounters for the 2.0 build (1.5 had a bunch but these were removed for space).

I think Yuffie's conformer can override it.

Yeah, Esuna covers the following: Sleep, Poison, Confu, Silence, Frog, Mini, Petrify, Berserk, Paralysis, and Blind.

I found three weird things on Whirlwind Maze, in the parts where we have to dodge the elements to skip a battle:
- on the second screen, the first one with the green wave, said green wave was spazzing out making it impossible to dodge: it was pretty much stuck in the middle of the screen jittering left and right. It might have only been a visual bug, I couldn't say.
- on all three fights (yeah, I dodged 0/3 times) the win fanfare didn't play but the battle music kept going until I was back on the field screen
- this was probably intended as a QOL change, but in case it isn't, getting hit knocks Cloud forwards instead of backwards

Also, during the Junon escape, the new scene where the Shinra trooper notices he's dropped the key and retrieves it plays, but then when the gas started pouring in the key was back there, and in the end I had to do the key minigame with Tifa, so I don't know what's up with that.

I wanna say this mod is fantastic. I had played an older version of NT several years ago but only got up to the Midgar escape and it was a blast. This new NT2 is even better. While I'm not finding it nearly as hard (even though I'm playing with hard mode on) all the changes you've done are exceptional. It's like if FF7 had an Arrange mode.

There's a thing with the game where the animation for it can get a bit messed up; best thing to do is leave and then return to reset it. And yeah, I changed it to knock you through the wind rather than back.

For Junon, starting from 2.09992 I've changed the scenes there to combine the Type A and Type B route into one, but I must have forgot to remove the key part of Type B's scene.

Hello,

first: I am amazed. I found out about this mod via twitch stream. I had to get it right away. After some difficulties with installing the mod (because I use steam and german version) I jumped in and lost myself in the game

Now I beat Jenova death and morphed her. Battle ends, Black Materia handed over to Barret. Saved and wanted to proceed, entering next loading zone leads to black screen every time. Reloading and restarting PC doesn't solve the problem. Is this a known issue? And if so, is there a work around or anything? I would really love to progress through this awesome mod!

Thanks in advance.



There's an issue with the installer where some fields seem to be getting corrupted; so as of 2.09995, the installer has been retired and it's now just a folder that you drop into the install directory (some instructions have been added to the download for it). Hopefully it should fix the issue and allow you to progress.


***

2.09995 released, patch notes below:

Spoiler: show

2.09995
*) Fixed oversight where the main party against Bizarro would be reloaded for the Safer fight
*) Kernel text issue where Hellfire had become appended to Diamond Dust
*) Talisman adjusted to have effect of +35 Spirit & Luck
*) Issue where game type would swap to Type B during Mythril Mines
*) Issue where 1/35 soldier item in Nibelheim could be picked up repeatedly
*) Installer retired due to unpredictable field corruption issue; direct merge now being used


So two major things to mention;
1) The installer has now been retired and replaced by a simple folder that you drop into your install directory. There were instances of screens not working correctly after using the installer that I couldn't replicate on my end, but which were affecting multiple users in the same places. The new one is a lot more direct and should avoid this issue.

2) During testing, I left a variable switch to try out the Mythril Mines Type B encounter that was added for 2.09993. Unfortunately, I forgot to remove this and so everyone who has played through the mod since that version has been swapped over to the Type B route after this point of the game, regardless of which Type they selected at the start. You may notice that most bosses are different to their originals as a result after this point of the game. This is fixed as of 2.09995 but affected games will still be on Type B; sorry about that.

InfernAngelis89

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11549 on: 2023-08-19 15:50:44 »

I didn't add many new random mob encounters for the 2.0 build (1.5 had a bunch but these were removed for space).



Yes I am playing 1.5 actually, do you have a list of these random mob encounters? I just dont want to miss any, thank you! loving the mod